Nope no tactical spell healing traits. It is kind of odd. Bear in mind though that with a high Initiative you can spam Heal pretty well, and Wellspring too.
RemingtonRyder
Yeah. I know that clipping is not always avoidable but you know, if you know that the unit is wearing a skirt you can use a different weapon-wielding idle animation, thus avoiding this particular bit of clipping. :P
I think it would be an idea for mines to be very productive initially but then produce less over time. The way things stand at the moment you can mine the resources you have indefinitely, there's no incentive to mine further from home. Even if they were limited, the sources of iron or crystal are obvious on the map. It's relatively easy to sweep into an enemy's territory, take his land, take control of those resources, and then the only thing that he can do is tr
This is why you always let the pawns go first. ;)
FE should come with a warning sticker because of its addictive just-one-more-turn quality. The only bad thing I can say about it is that you may end up Ctrl-Ning so many times. But when you do get the start that you want, it makes the early game less challenging. But if you don't then you can end up struggling during the early game. There isn't a lot of incentive to just settle wherever and make the best of it.
There's no timer for tactical turns, for a start. Without one a multiplayer game turn will last last half-an-hour because everyone is painstakingly mousing over each enemy unit to pick the optimum target each time. And it'll just get worse with more armies on the field.
So if you have teams set for a game (let's say for example you want to pit Kingdom against Empire three on three) the Conquest victory condition still says that you have to defeat all the other factions, despite the fact that some of them are on your team.
Well, it is actually quite logical, it's a sure ticket to get more Attack against champions and more critical damage.
Healing is more useful when your units and champions have some armour and can take a bit of punishment instead of spontaneously gushing blood before the enemy even hits them. As for the Kill spell... you can bring that mana cost down further for one thing. In the later stages of the game if you have ridiculous amounts of mana and good spell mastery, it can cut short a fight that could otherwise have been costly for you.
I kinda like the idea of cities turning into lairs except that the AI is not great at keeping its cities safe. You could easily end up with a map full of lairs and a whole horde of monsters running around destroying everything. The downside is that you could very easily win a conquest victory by default. ;)
Yeah if relations become hostile (and that can happen in one turn) then they may terminate a NA treaty. The human player can't so the same thing though.
It's called dogpiling. They see that you're at war with someone and decide that now is their best time to strike. Then another one sees that you're at war with two civs and jumps on as well. One way to avoid that is to bribe them to go to war with each other. You can also give non-aggression treaties a go. Declaring war pre-emptively can work in your favour if you have moved your armies into position near their cities. Cities are a
Yes but unless you have a trait that specifically scales with level, being able to gain levels faster doesn't necessarily give much of an advantage. There are some really good traits that you don't want to pass up if your character is focused on something in particular.
Yep, I build it, I use it. Any low-level heroes that I find and I don't have an army to give command to, they go sit at the guild for a bit.
You know what I would like, is games where you can join as a spectator and maybe give some feedback. I could sit for ages just surfing games and watching tactical battles. Especially the replays. When a champion with barely any health scores a lucky critical and takes out one of the champs from the other side I want to see that again. ;)
Because 'massive potential' is such a hugely descriptive phrase. My opinion, stop reading reviews by silly people who've barely played ten hours of the game, when you yourself probably have them beat by a factor of four at least. What does your own gut tell you? Is it a good game or isn't it? Oh yeah and um, am I on the list? ;)
Never heard of Shadow Magic.
I think that to keep it balanced it would have to knock off a number of levels to account for the newbie(s) in the unit, and keep the whole unit immobilised for the time it would take to train them. At a Fortress these would be mitigated by the level and time modifiers for trained troops.
Huh. Maybe I just need to click faster or something. Oh well.
Put the monsters on Sparse. Moderate is basically roads filled to bursting with monsters. Dense is probably like 'What about his legs, they don't need no legs,' the monsters will be fighting about who gets to eat you first, but I haven't tried it.
Swords do have their uses. Picture a defensive line of sword-and-shield guys who all get a counterattack and who are slowing the enemy down with their zone of control - you can only go one square by an enemy, even if you could usually move more, unless there's a longer way around. Now behind that line your ice or fire stave mages are blasting nineteen shades out of the enemy. Or maybe you like archers. You might have a champion back there healing or buffing or
Hmm, I will add it to my list of things to check out, since I'm playing Archers at the moment.
Webbing archers is a waste of a perfectly good web attack! :P
Despite it being available to all casters, the improved sight is just for the sovereign. :P
It says it gives one, but doesn't. You just get gold. It may be an issue with not getting the 'oh looky you found this' dialogue because the level-up dialogue appears.