[quote who="Desperatli" reply="107" id="3078484"]I think totally removing the imbue system is a really really bad idea. By doing that it makes the sovereign no different from any other champion except that you can pick spell schools for them in the beginning if you make a custom one. That and it totally throws the fiction to the wind about channellers being the only ones who can wield magic. I can never agree with a change that undermines the fiction of a game, even if it is to supposedly inc
Alstein
Often it's hard for younger folks these days to even get the crap jobs. The malls are closing up, the landscaping jobs are largely immigrants, McD's is filled with adults who got laid off from living-wage jobs that got sent to countries where it's legal to work employees to death. It's not impossible for everyone, but it's much harder to get the job then it used to be. This trend isn't going to change without some external force. <
Knowing the game is going to be changed heavily in a week does kinda demotivate me to play as well.
One of the reasons I've been asking for a no mana in Tac Battle option, is so you would be able to use it also, I figured the best option would be calculating if mana is needed. (maybe allow no mana to use counterspell if needed)
Maybe old Champions could be "attached" to cities, having the following effects -he becomes part of the city's militia -he provides an XP or stats boost to units trained in the city.
My opinions are two part in regards to changes. Dex penalties should be proportional, not linear, and maybe more categories of encumbrance. Over half of max encumbrance should reduce basic move to 1. This would be a separate penalty. That said, chainmail/platemail on the battlefield should require heavy weapons or magic to do any sort of real damage. Horses and Wargs move bonus should be impacted by encumbrance as well, over half
flat out, you need more events, and more frequent events, especially those that impact single cities.
Master Scout is on the Assassin Tree, so at least you're giving up something for having it. XP split on champions should prevent this from being as big as a problem in future, until the end game.
[quote who="TorinReborn" reply="1" id="3076993"]Interesting. Why is this such a big deal all of the sudden? What about Nike and other companies like that? What about Nestle, the most evil company in the world? What about USA having wars here and there for economy reason nonstop from WWII? What about CIA helping USA companies in South America (banana trade for example)? And out of all of this people are
On the champions: I think if you're taking this route, two things need to be done eventually 1) There needs to be a use no magic in auto-resolve option for AI and human. Right now this is a big annoyance early game. I'm pretty sure this is coming though. 2) I think the champions themselves will have to be balanced and diversified in regards to magic. Right now very few champions lack magic capability, those guys should get other
How much trouble would it be to do a .775 work-in-progress patch, maybe trying out some experimental stuff for a week you're unsure on?
[quote who="StevenAus" reply="74" id="3076619"]I agree. Armies which only serve to defend cities don't really unbalance the game, and if you have decent quantity and/or strength, you can make it hard to take over other cities in the critical early stages.[/quote] My suggestion here: Cities get +1 militia per city level. Bell Tower produces larger militia (groups of 5 instead of 3)? Training Yard produces stronger militia
[quote who="Borg999" reply="9" id="3076608"]So is SD officially and completely abandoning WoM after FE is released? Also,I gather from the info on the board that FE will essentially be a fantasy version of Civ4?. I've already played Fall from Heaven....[/quote] It's been announced that 1.4 is the last planned patch. With FE out, I wouldn't play WOM ever again, even if FE never improved from .77  
archers, and magic from champs is how I pull it off. Usually research the tier 1 and 2 civics techs+ shard harvesting+ book of winds sometimess.
[quote who="Sanati" reply="70" id="3076457"] Quoting mqpiffle, reply 27 Because he's trying to write an AI that can deal with anything, or at least as much as possible. If we were all to use your logic, why write a video game in the first place? Except that's really not "my logic" at all. No matter how it's done, adding AI strategy to deal with an early game rush is going to cripple it's long game. You either get AI's with low level s
[quote who="Derek Paxton" reply="4" id="3072547"]Personally I appreciate the threads, even if they are redundant. People are in the beta to give feedback, so I'm glad to receive it. Honestly champions were underpowered through much of development. We put more loot in the world, still underpowered, we made that loot better, still underpowered. Then we made them not die. Power! We have some balancing to do, I really liked Heavenfalls post about
Something special needs to happen when you win a wildland. Right now I don't know if it's bugged, or unimplemented, but winning over a wildland should get you something truly gamebreaking.
Shrink via that special mace can stack as well, though it didn't in the last game I played.
[quote who="Sir_Linque" reply="95" id="3075442"]I still don't like the building tile placement system though. It never has been fun, and it has never served any proper purpose. I never understood why it was there in the first place.[/quote] I have to agree with Brad and you guys- it's something that adds nothing to the game for me. I can choose not to use it though, so it's not a horrid, horrid thing. I can see small benefits to removing it, but
Impulsive needs to be changed from a flat +10 to a single free turn for all impulsive units on start, or nerfed in some other fashion. It's too good with mages especially.
[quote who="Zygwen" reply="5" id="3075206"]I know that early game, 1 point of initiative penalty is noticeable. Perhaps the penalties should be harsher but there has to be a way for units to wear plate without being completely stuck. Mind you, none of my games have reached the point where I researched plate armor. The issue may be that it is much harder to get plate armor for units versus champions. On the flip side, with a small investment in warfare technology it is easier to equip units in
[quote who="DsRaider" reply="47" id="3075589"] Quoting Horemheb, reply 46Such an AI could also be very, very frustrating to play against. Or at least you would need better UI for guarding your caravans and region in general. He did ask for evil. [/quote] What's needed is the ability for players to set stacks to auto-defend areas so raiding won't be as annoying.
My idea. Create a new batch of promotions for Governors: Have them gain promotions to improve their +Research, +Gilder, -production cost, etc skills Also, have them gain some abilities similar to the Mediator from FF Tactics as rare promotions, like being able to talk to a enemy and confuse them, drum up militia in a town, etc... As for how they'd gain xp- Adventurer's Guilds do need to be more effective, and stationable in every city.&nb
I have never seen a random event in any game, they are way too rare. You need some smaller ones though that impact certain cities, do stuff like give them extra/less unrest, a free building, +1 food/mineral, the militia becoming bandits, etc.
[quote who="Frogboy" reply="62" id="3074479"] For instance oneidea I keep pushing for is to allow improvements to boost the caravan gold multiplier in both cities connected by the caravan. A small easy to implement change but I feel it would greatly boost the depth of trading. Work with the system not againist it. Yep, that is a good suggestion. I.e. that would be a good text book example of the kind of feedback that is practical. And Derek also has to put up w