Unfortunately cult of a hundred eyes spiders are significantly worse than the ones you can tame. Attack is worse, typically have no defense and the Hoarder spiders don't do splash damage. Beastlord is fairly unstoppable. Get some spiders and a great wolf early. I had a custom faction and got the random event that drops huge groups of spiders around the map. I had a army that had two huge 300 plus hitpoint Horder spiders, three groups of 4 corpse spiders, a named spider, a great wo
LetRBuck
I had the same problem. One quit when they were the most powerfully rated empire with around 10 cities left. I mean they were going to lose, but they shouldn't have been able to know it at the time. I was playing on Challenging with otherwise standard settings. Large map.
I encountered Kraxis early in my game and he had the flaming sword buff cast on his guy like 9 times. Had a 59 attack early in the game. I tried to do the same thing myself but couldn't.
I've noticed that sometimes the picture associated with my Channeler shows them to be headless and lacking clothes. This happens when I try to start a game with a previously created Channeler and has also happened in game. I noticed the problem during the last release and still with the new patch. Anyone else have this problem?
I personally think it would be fun if gold and metal mines dried up periodically and other mines were discovered as random events.
I was playing both Elemental and MOM recently, and I was thought of a few things in terms of Diplomacy and Factions types that I would like seen done differently in FE. Anyway, my thoughts… Please give the AI Sovereigns more variety and personality. In Elemental, the Sovereigns, while they may look different and have slightly different starting bonuses, all seem to behave essentially the same. If they sense any advantage, they demand money.&nb
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Here are a few champion types I thought would be entertaining: Gene Frenkle: Physically weak champion, he grants positive offensive and/or defensive bonuses to all those around him through his skillful instrument playing. Once per day, he could "perform the hell out of [his cowbell]" and the bonuses would be temporarily doubled or tripled. Bruce Campbell: Boomstick toating champion, able to reduce enemy morale though special trash talking ability.
This is slightly off topic, but what if it were possible for battles over a certain size, or taking more than a certain number of tactical moves, to encompass more than one turn. In addition to being realistic, it would offer the opportunity for reinforcement, etc. Also if razing cities is part of this game, I think it should take more than one turn at least in some cases. Nothing is more frustrating and unrealistic, than having a single group of spearman raze your capital w
Double Post.
I would voice a strong preference to have something along the lines of Traditional Plus ( as suggested by TheGrayghost) implemented. If most of the city planning, movement decisions, unit design issues, etc. could be set up during other peoples turns, it would greatly speed up gameplay. During one's own turn one would have
Here are my 2 cents. I see these positive and negative talents as separated into a few categories. Some could offer relatively large magnitude benefits / detriments, which don't scale but offer significant upfront advantages / disadvantages. This could include a special weapon or artifact that is quite useful for awhile but might later become outdated, an extra / fewer set or sets of troops or scouts, a starting hero, extra / less starting gold or a unique resource, etc. H
I had a couple thoughts.... Roads should give advantages in terms of economic trade, easy of movement, etc. Better and more roads should infer larger advantages. This should apply to both the player and to surrounding connected players (maybe unless they're at war). I think there should be a way for enemies to take control of roads and negate their benefits though. For instance, if an enemy is positioned on a road, the economic / trade benefits gained via
These types of games typically only let you bring in a set number of groups of units. My only concern with being able to make customizable units is that it would exacerbate some of the unbalancing problems that occurred in MOM. For instance, magic immune, first strike flying paladins were basically unstoppable in large numbers. Add the trolls regeneration ability and they would be unstoppable. No force could elimiate them completely given the unit number limitations, t