Retired champs are mostly only useful for the unrest reduction and any strategic spells: One idea: make the unrest reduction from a champ level dependent, and change the static path of the governor bonus to +10% production in a city they are stationed in addition to the growth?
Alstein
What indies and smaller companies have done, they haven't made me less able to enjoy mainstream titles, but they have me less able to tolerate monetization crap for most games. Some forms of monetization I'm ok with- I'm a customization freak when it comes to my fighting games- I paid $15 for the VF5 customization mode, I'll pay for mini-expansions that add content, but I just won't tolerate horse armor, or Capcom customization. The indies can't get away
Usually by the time I'm facing cities, I just nuke the militia, or shoot it to death, or have a hero who can one-shot them. Assassin or warrior hero+ great axe is pretty damn good. Outposts need militia if only to protect against one random wandering bandit or dog razing your outpost, which makes no sense. On number 5- you're right that it needs to be easier for one city to gain in level more quickly. Bakeries and Butchers do encourage city s
This is a pretty long list, but it's more of a top 10- most of these are more along the lines of fixing current mechanics to be better, with a few things generated towards additional content/new ideas. 1) Outposts and militia I'd like to see things revamped here. Outposts should be upgradable, but by level not specific building. Outpost benefits and militia should be based on a combination of tech and le
Maybe instead of choosing those traits, it should be random? Wraith heroes should get a chance at these traits as well. The -1 hp per level wasn't bad when the base was 4, but the lowered base really made this weakness become much larger than what it originally was, and was a massive nerf to Wraith/Amarian blood traits.
I won't go so far as to say folks like Brad aren't different. While you do need to enable folks to take risks (say what you will, the lack of a safety net will make folks risk-averse), you also do need to give an incentive for folks to take those risks. Not everyone takes the risks of new ideas for the sake of IRL-peen. The problem we've seen in the US is that there's been his attitude that society is meant to benefit capitalism, when it'
In 1.004 Tarth gets Rebels as a penalty - which I think balances it out.
Yep, this bug has been around since maybe even before 1.0 Perhaps one faction, either now or in future, should be able to break this rule though and raze instantly (maybe on capture only) as a suggestion.
I tried to keep active on Broken and QTT, especially since they cover some things I don't see anywhere else. Broken just got too negative and nasty for me, and I got my internet chops through fighting games, which makes QTT look like a Brony Convention. I have to spend a bunch of time to spend on the internet, so forums are a great time-waster, especially when you can't do anything more constructive.
Another possible bug- unsure if this is related to Hamster build or just a 1.0 bug Ceresa was able to raze a city of mine immediately after capturing- I believe there's supposed to be a 5 turn rule on razing cities you just captured. I had just captured one of her cities, does that counter the rule somehow?
Another thing I've noticed is sovs who buy wargs/horses but don't use them. That should be a no-brainer.
Juggernauts - for a nerf, I'd say don't allow them to use magical items or make them like the spiders where you just train them and don't equip them. Thankfully I never play Yithril cause they're boring to me, so I don't face the super-jugheads.
Storm doing zilch, I think it's a visual issue. It looks like it does 0 damage or misses, but usually one unit (which is sometimes different than what was shown to be targeted) takes the damage. I suspect this issue is also with 1.00 vanilla.
I'd like to see a "limited war" option where you can attack units in your borders without declaring war (other guy can declare war though)
I have to agree with this. I suspect it's terrible with folks under 30 who don't remember the old days.
I'd be perfectly fine with GCIII being released the way FE was. I just don't think it would happen, Stardock has made it clear that there are issues on their end- and that putting things on Steamworks is easier for them. I just don't want Steamworks mandatory to play any Stardock game (installing and updating I'm ok with, if it does that it's no different than Impulse, which I was fine with, so it would be hypocritical for me to be railing on t
[quote who="Tuidjy" reply="15" id="3265029"] Quoting GaelicVigil, reply 14More toys in my sandbox is ALWAYS better. Hard to disagree here, expect to remind you that developer effort channeled into one toy reduces developer effort on something which may be more important.[/quote] I know FE can't be perfectly balanced, and well, it shouldn't be. However, things shouldn't be no-brainer choices, or hopelessly weak, and we d
Dynasties if done right would be something good to add back in the expansion. Same with naval combat, though I would ok if that was axed for more interesting features, or saved for a mini-expansion after the 2nd expansion when it can be handled on its own (which is what I think it would take) I still think there's plenty of things that can be done to improve what already exists in FE. Several things aren't balanced or are n
growth should give a penalty to accuracy as well I think Shrink just needs to be unstackable. Maybe the benefits of both spells should be based on life shards? Blindness should scale some to death shards, like 35+ 5 per shard or something.
Suggestion: negative city enchantments should show on with positive city enchantments Dispel Enchantment should work by clicking on the city, auto-dispelling if it has one negative enchantment, taking to you a panel allowing you to choose if there are multiple negatives (similar to what you get when you do an enchantment)
If you're looking at any of my crash reports- I won't be able to access that laptop until Saturday morning, so I won't be of much help- sorry.
I do think the AI has a tendency to forget about certain units, though I don't know what triggers it.
I've noticed a large difference in stability between my two laptops. My newer laptop crashes frequently with this game, my older one doesn't. Does FE perform better on AMD cards? (drivers updated on both)
Am I the only one who is having stability issues with this build?
I've been proposing a chance to the outpost system for a good while now.