So, where can I find a list of the current spells and what they do?
taltamir
I find myself agreeing with some points but vehemently disagreeing with others made by the OP. Arbitrarily increasing costs of cities or outposts by how many you already have is a stupid gamist thing that make no sense at all, and results in empires collapsing spontaneously when they get too large (which defeat the whole purpose of conquest in a 4X game). Give them a cost, sure. but not an ever increasing cost. Also, I WANT to spam cities. Civilizat
[quote who="ddd888" reply="2" id="3073408"]btw also to notice i dont like many things to happen simoultaneously, so when i open research window NOTHING else should happen until i close it, same with picking up items, choosing lvl up traits etc[/quote] I think the issue is (amusingly enough) that this part of the game is multi threaded where it SHOULD be single threaded.
why are you guys calling the sovereign a champion? Champions are those guys your sov recruits (who happen to be completely identical to sov only they need to be imbued to cast the spells they know). I never actually had a champion die in FE... do champions re-spawn? (I know the sov just gets a wound)
[quote] What? The same old discussion about teleport is now going on with cloudwalk. Deja vu[/quote] Cloudwalk IS teleport. It has the exact same limit of only teleporting into your claimed city domain and takes caster and units/armies on tile.
I have been thinking based on this thread and came to a conclusion... Strategy and RPG are fundamentally opposed and cannot be fully mixed. The game is either going to be an RPG with strategy dressing for added fun (conquer nations), or strategy with RPG dressings (increase your unit numbers for extra fun). If champion leveling is strong enough to be worthwhile, then it is strong enough to overrule the strategy aspect of the game. Currently champions are so overpower
I think strategy and RPG are fundamentally opposed and cannot be truly mixed. If champion leveling is strong enough to be worthwhile, then it is strong enough to ruin the strategy aspect of the game. Currently champions are so overpowering that there is no point in having anything BUT champions.
Why is it a bad thing that mana is precious and rare in early game and plentiful in late game?
[quote who="James009D" reply="29" id="3071281"]You asked me why a RPS model was a "cop-out", I only tried to explain my reasonings. I'm not attacking you or specifically attacking your model, I'm just stating that the RPS model, in general, is not very good game design.[/quote] It is fine, this has been a peaceful debate and you have not personally attacked me. So far we agree about everything except for the definition of RPS (and as a direct result, which games are RP
I think you should have seperate XP systems and seperate levels for combat, and adminstration... maybe magic too. So, do some questing and you are now level 10 combatant (same traits as now)... but you are still a level 1 administrator. Administer a city though and you level up as an administrator. They two are just seperate. Have the number of people in a city determine its administration XP, up to a cap determined by your current level (lower level admins learn slower if dum
[quote who="James009D" reply="25" id="3070497"] Quoting taltamir, reply 24 You can have a tactical RPS with more then 3 elements. You cannot have it with less then 3. Sure you can. And claiming RPS can have more branches basically defines every game under a RPS game. Every game can have RPS elements but that doesn't classify them as RPS. Also, the RPS "orientation" in Galactic Civilizations 2 is due to the fact that if someone builds a fleet of L
[quote who="TheOtherHorseman" reply="20" id="3070836"] I think it is because they don't have magic. They have a theoretical knowledge from reading books, but lack the ability. A channeler can grant them the ability to put that knowledge into practice.[/quote] that is the in game explanation. It would make more sense for all champions to not have magic knowledge nor be able to take them unless imbued.
[quote who="Brainsucker" reply="52" id="3070779"]it is not the level, it is the stats.[/quote] 1. High level gives you many stat boosting feats. 2. Level gives you 2xlevel bonus to accuracy, 1xlevel bonus to spell mastery, 1xlevel bonus to spell resistance. 3. There is a feat that gives 1xlevel bonus to strength, and one for int. 4. There are items that give 1xlevel bonus to a variety of stats / abilities. 5. Top level items give an obscene boost even w
[quote who="James009D" reply="17" id="3070412"]I said Gal Civ 2 was RPS "oriented", the shield vs. laser (-> shield wins) was somewhat a RPS system just implemented at a 2X level instead of 3x... there was no more thought behind it, no variety, no fun. It was boring. You may be explaining a completely different system then that but RPS is, at its core (and imo), boring. It needs to be more complex then that.[/quote] You can have a tactical RPS with more then 3 elements. Y
Ok, I am getting tired of seeing the same argument repeated again and again (the "limit jewlery its broken" argument appeared in other threads too). Jewlery limits are irrelevant and will not help any! Here is my sov after soloing the whole map with jewlry on [IMG]http://i1026.photobucket.com/albums/y325/taltamir/FESovlvl40withJewlery.png[/IMG] Here is my sov after soloing the whole map with jewlry off [IMG]http://i1026.photobucket.com/albums/y325/talta
Same happened here.
Towns build so pitifully slowly that by the time you acquire the mana to cloudwalk your sov is level 20+ with speed 8 and can just run there in a turn or two. Last game I only ended up casting it once.
[quote who="CdrRogdan" reply="13" id="3070299"]I'm 'okay' with having melee/archer heroes inflict reduced damage to army stacks, but I would much prefer that those army stacks were useful on their own without the additional assistance. Adjusting the current unit and champion abilities such that this type of system is sensible by for example, penalizing low strength heroes from wearing platemail, making melee heroes subject to slows/cripples and overall increasing the via
[quote who="Heavenfall" reply="13" id="3070159"]First, already +8str is gamebreaking[/quote] No it isn't, it is trivial, especially when combined with the penalty it gives to dex which is far more valuable then str. [quote who="Heavenfall" reply="13" id="3070159"]It's all about chasing goodiehuts in the beginning of the game, and quests in mid- and late-game.[/quote] I soloed the game with my sov twice now in a row. In both cases I was
[quote] Also, Galactic Civilizations combat system wasn't well implemented due to being RPS oriented. [/quote] There was nothing RPS about galciv, ever. Brad referred to it as RPS in interviews but he is wrong, it isn't RPS. It has 3 weapon types but having 3 types does not make it RPS. That seems to be your mistake (the reason I say YOUR mistake is because I EXPLICITLY STATED what I meant in the "how to implement" section). Lasers, missiles, a
[quote who="Rishkith" reply="3" id="3070213"]It isn't cumulative in .76, but it is in .77[/quote] Not quite. It isn't cumlative in .76 In .77 the release notes CLAIM its cumulative, and for most people it doesn't work at all never hitting a second time. For some it does work as intended and hits a few times then misses.
[quote who="Brainsucker" reply="47" id="3070253"]FE is a strategy game, not RPG.[/quote] The problem is, that in reality FE is an RPG with some strategy elements tacked on serving no purpose beyond faffing about.
[quote who="Heavenfall" reply="7" id="3070072"]It matters a lot later in the game. Any mechanic that allows you to load 10-20 extra of every stat into a single character needs to be changed.[/quote] its not 10-20. its 3 per stat. And by the time you get all of them they are a tiny tiny boost. The rate of acquisition is slow enough that they are an ever smaller and less relevant aspect of your character. There are only so many rings/charms and all of them give a static sma
[quote who="TheOtherHorseman" reply="8" id="3069928"]There are a few bears whose acquaintance I have made in .77 who don't agree with this bug report, but they admit that they are not axes. Just giant angry bears.[/quote] When fighting the elemental lord saurog while still weak (or later on when stronger) he never managed to hit me with a second strike of maul... He did somehow knock me prone all the time (while I was low level) with maul causing it to skip my turn even th
[quote]you researching nothing until you figure out what has happened[/quote] If you are lucky. It can result in broken saves as a city/hero levels up without choosing an upgrade, broken quests, and the fact that you do not get the trophy for killing an elemental lord unless you don't level up from that battle or some other factors.