[quote who="Wizard1200" reply="22" id="3336976"] Quoting Wizard1200, reply 14Yep, removing evoker IV (evoker I - III should be + 25 %), summoner III (summoner I - II should be + 2) and knowledge would make the mage tree much more interesting. After thinking a little more about it the Aeromancy, Geomancy, Hydromancy and Pyromancy spells should be in the spellbooks and not in the Mage tree, because they are useful for all paths. Aeromancy (+ 25 % damage with Ai
Alstein
I'm noticing a performance reduction on my older laptop, though it's fine on my newer one. I assumed it was debug code slowing the game down.
Another question: why did the spear and bow lines disappear for advanced weaponry.
I'd strongly suggest turning off cloud save. (that can be done in Steam)
THe downside to giving them their own queue is that it becomes a no-brainer to build up outposts to the max.
[quote who="muminus2" reply="60" id="3335849"] For me, the leveling system also seems more borning that it was in FE - where at least you could have some thrill caused by unexpected nature of the perks. Now, if you can see all the tree, the tidy gathering of small bonuses is just boring. As for now, I find almost no "omg, thats great, I have to have this" perks in the trees. My suggestions: 1. Remove the "potential" perks. 2.
I agree outposts need to be overhauled. My full suggestion: I prefer my levelling idea for outposts- that's simpler- can be shown graphically more easily, and is less micro-intensive (so will help AI) I'd suggest a 5-level system Lvl 1- outpost that does nothing other than ZOC Lvl 2- outpost gets a warden effect that works on "Weak" monster or player stacks, +10% att/def, Lvl 3- outpost gets a warden effect
It's annoying. The nerf to clerics/shrines hurts them. We really need some more anti-unrest buildings high up on the tech tree Entertainment should give another unrest building.
Some suggestions: Pyro/Aero/Aqua/Geo mancy should require a point in the appropiate spell school, and branch off the same perk. Those skills should give a weak spell, and +1 Shard Power per 5 levels on the appropiate shard Then your summons and other spells should branch off that. That said, at level 5 you should be able to get apprentice in the other spell schools. Steal spirit should give +1 if
I'll say this: Strike Gattison+ Double Strike+ Cooperation or Longbows= Dead militia on first turn. Tarth getting a Lvl 3 Fortress is pretty much an auto-win. That said, they have serious unrest issues, so they have to pretty much go on a razing spree.
[quote who="Derek Paxton" reply="4" id="3335925"] Reply #2 Napean Join Date 03/2003 +1 March 26, 2013 11:27:48 PM from Elemental Forums Elemental Forums I like the fields the size they are, and the new spawn-right-on-top-of-each-other start to the battle. Gets them over quicker . But to each there own. The tactical battles are, overall, better now, I think. Reply #3 Foxd1e Join Date 03/2013 0 March 26, 2013 11:53:18 PM from Elementa
Bears may need to be stronger- flanking kills them hard. Any other suggestions right now? I know there should be a ton.
THey do ignore the unit, but if they randomly step into them, combat will start. Stealth isn't foolproof. Also, wildlands monsters will ignore stealth completely, even out of the wildlands. I think it this point it may be WAD
Double strike is awesome, but the weakness of Tarth's other blood trait in this game balances it out. (those extra troops means you get a sand golem early using it will lower the attack of your stack) Wraith touch is underpowered Soul Spark I think is fine, but the mana cost is too high. Berserk would be good if the double move on activation could be usable by the AI.
The counter to swarm is area attacks. Problem is they aren't that common.
Had an outage early this morning, so tested it out. Tried to connect online, it couldn't, asked if I wanted to go offline, and it did. I've had it give me problems in the past- the best solution would be for Stardock to allow the .exe for starting it without starting the Steam client. (or create a command line parameter for it)
One idea: allow one general trait improvement at lvl up (and expand that tree some, at the very least allow certain unique skills to lvl up), and one trait in your school.
My suggestions: Roads should grow over time- caravans should actually make the roads as they scoot about. Roads to outposts should grow 1 tile per turn from the outpost with economics. Also, roads should connect to the capital and towns (not fortresses/conclaves), 1 tile per turn here as well. If a Governor with Road Building is in a city, road building should be doubled.
Yes, that's a huge problem. SOme things like Bacco the Beggar are probably hardcoded to appear in every game right now though for testing purposes.
I do. Really useful once you start conquering. I prefer to get them research upgrades if possible. SOme of this is due to heroes being UP right now, but some isn't, I did this in FE as well. Injured heroes will become admins.
It comes down to this: Stardock didn't want to do SDC and Steam releases simultaneously, so one of them had to go, and unfortunately SDC was what went. [quote who="Demidevil" reply="2" id="3334243"] My suggestion is to go into C:\Users\YOURNAME\Desktop\Steam\steamapps\common\FE Legendary Heroes make a shortcut of LegendaryHeroes.exe, its the one thats an application, and has the icon. This will allow you to launch the game from your desktop without ever s
Freeze and Tremor pretty much. Cloud-walking is an alternative more expensive option. Use them to stall for time to get my main stack into place. I don't bother defending cities usually because stacks of doom will beat any reasonable defense.
I use High Tower to expand ZOC to grab a resource or to connect cities. Outposts are too flimsy to risk investing much in them, warden is unreliable, especially near wildlands, Consulate is kinda cheap, and the other stuff is boring. I think the problem is mechanically, it's micromanagement for the most part. I think the System would work better if outposts had levels and the upgrades were based off of level. My suggest
General opinion: I love the new changes, except for the champion progression. However, I feel the champion progression could be made to work- though I wonder if the effort required will be worth it. City Growth: it seems frustrating how close your cities grow to a level then stall out. They seem to get lvl 2 quicker, and future levels more slowly. Buffing storehouses would help here. Would like to see the 9 cap on plot yields raised to 10
My suggestions right now: Knowledge should become Affinity, Affinity should be dropped All XP boosting stuff should go, it isn't needed Champ stacking should be allowed, or the penalty should be reduced. Amounts to lvl should become less exponential. Champ trees need to be reworked - bonus traits should br 10/10/10 where it was 5/10/15 - lethal should be a percantage</