Good feedback. I agree. Stardock games tend to feature a slower start than other 4X games. It does take tons of time to get a credible group of units together. This wouldn't be a problem if all the initial nearby monsters were weak, but as you said, you will quickly come up against Major nasties. I think this is best fixed by moving high level monsters to the widlands or very rare locations. Replace them with enemies that can be handled by an early game army / sov / magic. Allow these nas
Goontrooper
Did you ever feel really pressured? How difficult was the world (resources, monsters)? At what point did you start to steamroll the AI? What could the AI have done differently or better to stop you? How much of an impact did tech and economy play? Did you use troops and magic or just a super sov?
Some great common sense stuff here. The main screen Research UI is particularly obvious. I also agree on the unit training times. I think if you invest in creating a forge city you should not have your production artificially bottlenecked.
Great review! I haven't tried them yet. Good to see that they are developing nicely. How 'luck based' do you feel Resolin is curtently, ie:dependent on getting certain resources. How do they stack up against other factions?
I'll have to look again, but I don't recall the wording being that way. I thought it said he offers it to you.
I have had this happen in both games with the new patch. The quest where a hunter asks you to kill a troll that slaughtered his men...after you kill the troll, you are immediately thrown into a second fight with a group of bandits and mages. There is no explanation for this encounter. If it is intentional there need's to be an explanation of the second fight.
The real problem here is that there are so few viable city spots. Pioneer span plus master scouts is especially powerful because they can easily grab the few other city spots. In my first game this patch, as Altar, there were no other spit's for cities anywhere near me. The other factions had a couple. This ridiculous scarcity means that a Tarth player can easily grab the few viable spots on a map. Really annoying. Probably the main thing that I don't like about FE right now.
I really want this update as well, and have been holding off playing until it comes out. Stardock definetly needs to let us know ASAP. However, Stardock certainly does not owe us the update today...when it is ready we will get it. Since they said today, I expect at least a quick update on when we might expect it. Seems fair to me.
Hm...great points. I hadn't really thought about it but yeah, why keep the feature, right now it serves no purpose. None. It isn't fun or interesting and it doesn't impact gameplay beyond the cheese tactics you have described. The feature has potential, but it needs to be developed further to be interesting. If it isnt gong to be developed to be meaningful, it should be scrapped. Benefits of removing Multi-tile cities: 1) better
The idea of Multi turn casting is very sound. Counter spells goes well with that. The problem is that the battlefields are tiny and units have huge movement. This means that there is no time for maneuver and spell battles.
Hope we get something official, it would be a real boon tothe community. But if not, I hope we can make one ourselves. Good luck!
Cool ideas. How would you give the different rivers unique characteristics, and what ideas do you have for that?
Good points. Keep in mind though that we can't just add more stuff. There need to be trade offs, such as maintenance costs. Otherwise you still just build everything. It should be a choice, not just a matter of what order to build everything.
Great point. Things like stability are always needed, kind of a given. It will be an ongoing process, especially as features are refined.
I think this is a good idea. The Total War games already do this. You may get a rough idea of the size of an enemy army, but you need to scout them out to get details. This would add an extra layer of interesting strategy to the game. Of course, making it matter to the AI is a big deal, as is giving the AI the ability to use it.
I don't think anyone is assuming anything. I just think that these sorts of issues are obvious, significant, and technical in nature. Nothing controversial or debatable. So like any other technical issue, I am confident that they will be fixed in beta. So it is very important for us to continue to bring these issues up, I just but I can't imagine them not fixing them.
These are very important. Luckily,they should be fixed during Beta. Problems like these don't worry me because they are obvious errors. I'm more concerned with elements of gameplay, since changing aspects of the design and implementation are actually controversial and will always require extensive balancing.
[quote who="seanw3" reply="7" id="3078656"]There is already a quest for this. [/quote] Hm, I haven't seen this yet. Which is good because I like that there are so many quests that we don't always see the same ones in every game (obviously there is room for even more of that).
[quote who="Heavenfall" reply="3" id="3078633"]This is the sort of thing that could vastly increase the sense of "immersion". And I'm not just using it as a fashion word for game design. This is action taken -> the world responds in kind. Build an adventurer's inn? Get champions coming to join you. Build a palace? Get riots. Build a shard? Get elementals. Build a mine? Get raiding wildlings.[/quote] Exactly. It would give 'immersion' in the fun sense
Great ideas. As had been mentioned elsewhere, it would also be cool and characterful to have certain spells for this. So Life level 4 could have a Restoration spell that removes all injuries. Life Level 5 could have a resurection spell ( I want Champions to face death). These spells could be part of the normal Life traits, advanced research, or a quest. Ideally all high level. Death could have the same thing, but instead be more Necromatic in nature, maybe giving some penalties and bonuses to
The city give back idea was partially implemented in games like Civ V. I would love to see it here. It would help support victory conditions beyond total conquest, such as Diplomatic Victory. As for city conquest, my dream is for walls and sieges to be added, at least in the first expansion to FE. Until then, this would be a good way to improve the current system by making armies important for taking and holding territory.
Yep, just like in your other post, plenty of us want the same thing. I made some similar topics during the WoM beta. For me, it keeps coming back to the 'Strategy Game in an RPG world' concept. The designnot the game needs to do more to bring that to fruition. Expanding quests and events, and tying them to the gameplay trough cities, buildings, and other triggers would be one of the best ways to do thus. As you mentioned, this would also be a huge boon to the modding community. I star
Cities have received lots of attention so far. The main problem seems to be that they are often boring, lifeless, and don't offer enough gameplay. I have long argued for bringing more life to cities and the game world as a whole. Here is how I would like to see that happen in FE. 1. Events: Add more events and tie them directly to cities. Have these events be both random and driven by the status of the city. A random event might include an outbreak of plague that ki
I didn't mind imbue, although I did think it was silly that so many Champions had magic skills. I would also like to see a better split between 'classes.' you could keep imbue around, but now you would generally want to imbue characters based on potential. Some would have great potential for magic based on their intelligence. Then you could build them up as magic users. This would make more sense than having a character that already has fire spells, but cant use them until you imb
I agree thaT there needs to be additional ways to find Champions. Right now it is very static and luck of the draw. I liked the old wandering NPCs, but that was also luck based. I think we need a compromise. 1. Static Champions: keep current system for some Champions. 2. Wandering NPCs: have some neutral NPCs wandering the world. Would be even better if they would go on quests and visit cities, Majesty style. So if I build a city with a library, it might attract