Bingjack

Bingjack

Joined Member # 2363085
17 Posts 421 Replies 15,906 Reputation

Like I said elsewhere today though, if free city milita were as good as troops you could build at that level (or good enough), why would you ever bother building troops to defend your cities? I like to think at some point, the game might offer enough of a challenge that I might actually have to defend my cities in the game, and have a reason to build armies and garrisons. I think city militia are best left as a token measure for frivilous threats, not a real defen

60 Replies 184,288 Views

Yeah. Viable combat troops are not supposed to be free. There's supposed to be a cost for them somewhere along the line in researched tech, in upkeep, production costs and resources (or mana) and effort to produce. In the case of city militia, I would say you're simply getting what you pay for. But they will save you the embarrassment of your thriving city falling to a stray wolf if you leave it unguarded. Maybe.

60 Replies 184,288 Views

There's more than one way you can fail to do damage. Dodge, for instance. Your militia archers could just be missing. Generally, though, even against an opponent whose defense outstrips your attack, you can still chip away doing 1-2 points at a time. A somewhat higher defense than the opposing attack does not make you completely immune to damage, although it makes you very tough to kill. Defense is not stronger than attack. If they have defense equ

60 Replies 184,288 Views

[quote who="Mistwraithe" reply="10" id="3216948"] - If, for example, you were foolish enough to create a custom sovereign called Test with no real abilities then you can't delete them and can end up playing against them (which sucks, I want my opponents to be a challenge). Not saying I was that foolish of course . [/quote] That's not actually true, anymore. You can delete a custom sovereign from the faction selection menu by right clicking on their por

33 Replies 18,104 Views

[quote who="StevenAus" reply="8" id="3216933"]How about giving standard Sovs an extra stat point? So if they are currently using 7 points plus one negative trait (for a total of 6 points), why not ditch the negative trait and give them 7 full points? I think this would give them an edge without making them OP. There's a fine line between making the standard factions powerful enough and making them too powerful. I think giving each standard Sov an extra stat point w

33 Replies 18,104 Views

@Glazunov1 You seem to think I'm arguing against custom factions. Im not. I want to use them. I like the functionality. I like experimenting with interesting synergies. Im not looking to suppress that ability in any way. I'm looking to bolster the gameplay value of choosing a stock race . Otherwise, like I said, you might as well get rid of stock races if they're going to be the inferior choice every time, compared to some

33 Replies 18,104 Views

[quote who="Glazunov1" reply="2" id="3216858"]I mean no disrespect, but why not simply put together the race you want, with abilities you feel are balanced, and leave others who feel otherwise to build the races in as unbalanced or balanced a fashion as they desire?[/quote] You don't think there's inherent value in a balanced game, with balanced factions to the extent that it's possible to do? Right now from a pure gameplay perspective, the Stock races have

33 Replies 18,104 Views

I like conceptualizing my own races, and telling my own story. The game is designed for that. But right now, the stock factions are being put together and balanced with options in the Sovereign designer to illustrate the Lore , and those options are not all created equal. It is far too easy to put together a version of any of the factions that has all of the strengths, but none of the weakness, or to mix and match a Sovereign /Race combo that is patently superior to any given faction.

33 Replies 18,104 Views

[quote who="rsterlac" reply="1" id="3216731"]Is no one else experiencing this frustration with City level ups?[/quote] It's one of the most often requested features dating back to EWOM. It's not that people don't share your pain, it's just that long time players pretty much consider it a given as a requested feature. I think theres a thread asking for the same thing further down the page. Never hurts to bring it up again, though.

6 Replies 4,131 Views

[quote who="Bingjack" reply="17" id="3216613"] Quoting seanw3, reply 16While that is the general rule, each faction breaks that rule in some way to be considered overpowered. Magnar's slaves cost no wages. They only need 3 warfare techs to reach immense power. Gilden's Iron Golem. Tarth's masterscouts ability. Resoln's monsters. Umber's half wage cost. All of these bonuses circumvent the standard costs and requirements of the original balance. That is what makes each

25 Replies 8,666 Views

[quote who="seanw3" reply="16" id="3216606"]While that is the general rule, each faction breaks that rule in some way to be considered overpowered. Magnar's slaves cost no wages. They only need 3 warfare techs to reach immense power. Gilden's Iron Golem. Tarth's masterscouts ability. Resoln's monsters. Umber's half wage cost. All of these bonuses circumvent the standard costs and requirements of the original balance. That is what makes each one interesting in my opinion.&n

25 Replies 8,666 Views

[quote quoting="post"] I was thinking that instead of getting rid of the limit, just allow the excess production flow to the next project in the que. [/quote] But then that production is just flowing into a sometimes never ending stream of minimum 3 turn buildings, so there's no real benefit, except maybe a free building after 20 turns of inflated production times for minor structures. There are a lot of resources to upgrade. <p

4 Replies 3,670 Views

I certainly understand the desire, but I'm not completely convinced of this. Or rather, I should say if the Binding creatures are good enough to do the job of trained troops, then they need to have commensurate cost in terms of tech investment, resource cost, and production time. The game is supposed to be balanced around the idea of having to invest deeply in tech, production buildings, production time, and resources to be able to prod

25 Replies 8,666 Views

I don't think that there's anything wrong with the way defense actually works. I actually like that you can still chip away at a high defensive unit with almost anything. However, it is slightly easier at present to outpace the game's threats in terms of defense, than it is to accumulate offense in units. +Defense options are abundant, defensive buffs are overpowered. It didn't used to be this way.This was in response to a pr

60 Replies 184,288 Views
Reply to [0.951] Balance in FE Beta

[quote who="ddd888" reply="13" id="3216208"]yeah you look smart saying that she was supetr strong b4 and now ONE nerf and she is weak lol plz try to think b4 posting sometimes[/quote] She/Pariden is still powerful. But that new malus is more than I'm willing to live with. In any event, I won't pollute this thread with arguments about an obsolete build. Anyone who wants can go to that thread, and read the argu

19 Replies 7,091 Views
Reply to [0.951] Balance in FE Beta

[quote who="ddd888" reply="11" id="3216188"]pariden was shit already l[/quote] Please don't start this again. You looked silly enough saying this in the other thread .

19 Replies 7,091 Views
Reply to [0.951] Balance in FE Beta

[quote who="ddd888" reply="8" id="3216168"] Quoting Bingjack, reply 6 quoting post - Inefficient: Constructing buildings take 50 % longer I can't see anyone, under any circumstances, willingly making their building queues take twice as long. its not twice its 50% longer... [/quote] Ah yes. I read that as -50% building production. Still, far

19 Replies 7,091 Views
Reply to [0.951] Balance in FE Beta

[quote quoting="post"] - Inefficient: Constructing buildings take 50 % longer [/quote] I can't see anyone, under any circumstances, willingly making their building queues take twice as long. -25% is a harsh enough penalty in the game, where at present, construction is so vital, and queues are so congested from having to build every little thing, even having to build resources in cities that arent specced for production. </

19 Replies 7,091 Views
Reply to [0.951] Balance in FE Beta

[quote quoting="post"] Spellbooks: - Higher spellbook cost makes the spellbooks of Pariden very powerful - The cost should be 1 for level 1 and level 2 [/quote] I disagree with this. By the time you actually tech up to the spellbooks (they dont come until midgame generally, by which time champion development is set), you'll almost always have access to all the spell schools you need through other champions. (unless

19 Replies 7,091 Views

Heh. Looks like Pariden actually got nerfed in the new build. There's a -25% production penalty in place of Attunement which I don't remember being there before. Looks like the Devs agreed with me that Procipinee was Overpowered . :) It's probably my fault for going on about how many of the normal building priorities Pariden's abilities let you bypass. That'll teach me. In this case, I now

69 Replies 24,389 Views

[quote who="Wizard1200" reply="9" id="3215578"] The Arcane Veil spell is great, but it should be a TACTICAL spell as Diamondskin, because otherwise the player can create units that are immune to every magical effect before the combat started. That would reduce the usefulness of magic. [/quote] In the event the AI learns how to use Strategic overland damage spells much more broadly, there need to be strategic counters in place. Otherwise you simply watch

87 Replies 224,943 Views