They used this same setup for War of Magic, they aren't going to switch it around for FE. No reason to fear until it actually does happen. Also Stardock is much smaller then Ubisoft, and would suffer more.
Alstein
It's annoying , but given Stardock's rep on DRM I assume it's for the reasons they state. I just wish they'd implement static values that would be used if it couldn't find the values online, or allowed using the last known values- that would solve the problem.
I don't think you should be able to raze resources protected by an outpost. Outposts should cost gold, be upgradable, and have militia
What we really need are more, smaller random events in addition to the big ones.
Some types of feedback are more useful then others. I may not succeed, but I try to suggest things that are at least doable within the current framework. My worry is this will hurt the AI of the game, since that's Brad's baby, and that's the current part of the game where improvement would bring the most benefits.
I agree here, you should get different colored icons for curses. There should also be a building that allows a city to have a shot to resist cursing, or increases the mana upkeep to effect the city. (hurts curses and blessings)
Maybe change the inspiration/enchanted hammers spells to be based on growth rate for bonus instead of a flat bonus? I'd suggest a more radical change. Prestige should be a function of success. winning battles vs strong monsters, completing quests, winning battles vs stronger empires. Picking on the weak should lower prestige.
[quote who="Werewindlefr" reply="5" id="3137371"] Opinion: Level 1 champion shouldn’t be able to take out a black widow. Suggestion, Stone skin should do +4 defense plus +4 per earth shard. Or make the monsters really powerful, instead? The main issue, as I see it is that monsters are laughably weak. 6 armor + 3 per shard looks fine to me, a giant spider that has as much attack as a peasant with a mace (less, actually) and a low number of HP is the real problem.<br
Both with Irane, unsure if work with other sovs: 1) I could build on drake camps and get drakes. 2) Razing an enemy's capital allowed me to build another tower of dominion.
I think I've played the beta of FE more then I played WOM in total, so that's a positive sign.
http://www.youtube.com/watch?v=SKRgktzRvZ0 Sorry, completely irrelevant- but just had to post this.
Sovereigns are super-powered. Played a game last night where Ceresa got so strong she pretty much walked through armies single-handedly. Dirge of Ceresa+ Spell Resistance so counterspells won't work= GGPO. I really don't know how to or if heroes can be fixed without nerfing them into boredom though.
[quote who="onomastikon" reply="99" id="3136057"] Quoting Frogboy, reply 8I think maybe this game isn't really for some of you guys. I mean no disrespect but I think some of you may want to just find another game to play. I hope I am reading that wrongly. It sounds frighteningly close to the phrasing of some of your posts in June of 2010. That sort of thinking didn't turn out so well for you.[/quote] There is&n
Those ideas sounds good: The random civ attacking everyone idea sounds too much like GC2 peacekeepers mega-event, which I never liked because the AI couldn't handle it. Outposts do need to be able to be upgradable The superior weapons/armor could be handled by buildings/quests (master blacksmith quest- one option- "You are welcomed in my kingdom/empire"- would increase production time for troops by 20% in the city but en
I voted good. This is why I couldn't put excellent. 1) Lack of a random event system to add spice to the game. It needs to be done well- as well as it was in FFH2 at least. This would help replayability. This is the one mechanic I want added. The random event system needs to be designed in a such a way that it can change how I'd want to play based on what happens. 2) Not enough variety in pro
The downside with this is that the AI wouldn't go after the wildlands themselves. I doubt Brad has given that much though. Wildlands should be a stalemate-breaker, or a way for a cornered opponent to get land.
Those suggestions sound like great focuses for an expansion. I suspect it's too late to add to the game now, but it is something I've suggested before in various forms.
It's not consistent, I've seen the monsters go after non-pioneer stacks and occasionally other AI, but often they just get ignored and they suicide on my units instead. I think there is an obvious difference in valuing between at least certain AI units and the human units, that isn't based on any status I can tell. It's possible I could be wrong, but it doesn't seem that way right now. It's also possible this is situa
I think even if it changes, the reward is still too small because others can build there also. The effort I spend on killing a boss monster, I usually could steamroll the rest of the AIs combined instead, it's a diversion/challenge mode instead of a part of the regular game.
I can confirm this also.
I don't think this is intentional behavior, but I don't think the monsters recognize the AI units as enemies. This definitely seems to apply to enemy pioneers.
Right now, I see them as largely unbeatable boss monsters in the context of a normal game. It should require lategame units+ spam of heroes to beat, but I think they're a bit too much to wear down right now, especially after hero nerf. The rewards are also weak for what you have to do. Right now, I see the wildlands as something to do if you get bored curbstomping AI. To me, that's a waste of potential fo
This is kinda hard to describe, but I've had situations where this sort of stuff happens: I'm doing the estate quest. I set pathing to the estate, I get intercepted by monster 1 turn short, yet it still counts as finishing the quest and I get the reward. There's definitely something screwy here, I can't figure out why this is happening though. Also, occasionally after a battle I can land on a goodie hut and not pop it,
How about some buildings giving heroes a 1% chance of losing a random injury per turn they are stationed in the city, kinda like the Adventurer's Guild gives XP? Usually with my heroes right now, if they get hurt early I just try to get them to lvl 4, path of governor, camp them somewhere unless they get typhoid fever. IN that case , I just steal spirit (that injury need to go, injuries shouldn't impact other units like that) <
Conquered cities should have higher unrest, or city spam should lead to unrest. I do think something needs to be done here. Maybe militia numbers increase as cities get conquered?