Lord Reliant

Lord Reliant

Joined Member # 2411813
81 Posts 1,298 Replies 28,116 Reputation

I imagine this is just a programming logic oversight. I'd definitely consider it a bug since you shouldn't have to cancel and recast to gain the new benefit. Generally, I've felt like the mechanic of the more shards the more power hasn't been fully implemented (as in here or in tactical battles). Hopefully this will be addressed.

6 Replies 2,658 Views

Techs need something done. Some removed, maybe the mechanic reworked. Since there are many fewer buildings, it's not a terrible micromanagement thing currently, although I'd argue that there could still be fewer, most of which exist just because of the tech tree. Something like 10% more research isn't a particularly fun game mechanic. It does the job, but it's not something to get too excited about.

8 Replies 6,835 Views

First, we need to a way to tell how much enemies might hit our units for. Once that's in place, wounding individual units seems like a reasonable measure. It could create opportunities for cheese, but there's already something like this now where units less than 50% HP increase their defense and/or attack. Why not say something like less than 10% HPs reduce attack by 50% or something? Worth considering. Even if it wasn't applied broadly to all individual units, it might be worth g

6 Replies 4,119 Views

I don't want to mess around with the possible micromanagement headaches adding roads might have, but even some easy wins like auto-creating them from outposts to the nearest city and/or between cities seems good. The one downside is that enemies should also be able to take advantage of that, too.

22 Replies 7,605 Views

These are some excellent ideas. Making regular units easier to produce and less costly would help make them more than just cannon fodder in battle and decrease an all champion army. Some AI improvements will also help to create an incentive to defend cities better.

52 Replies 131,383 Views

Since mana is a shared pool, you'd somehow have to combine everyone's intelligence you own (at least spellcasters). This change would also make intelligence pointless for non-magic units, whereas now it has a benefit. I don't think it's a bad idea, but given the way the system works currently, I think it would have to change the shared mana pool concept, and I don't see that happening.

10 Replies 3,739 Views

[quote who="EvilMaxWar" reply="39" id="3072396"]The results are on post no.2 , on the first page. But maybe this was not such a good idea to make two posts. Having them on the original post would be better, since the OP shows on all the pages. I will edit it a bit later.[/quote] Ahhh.. I found them. Yeah- putting it in the OP would help as this (hopefully) will span multiple pages. Thanks for the work putting this together. I imagine Stardock knows pretty well their

81 Replies 51,872 Views

[quote who="greggbert" reply="5" id="3072303"]THat's good to know. But the tool tip currently does not tell you how many shards you have, only what the shard calc is for the spell. It will tell me the spell does 3 damage per water shard but it doesn't tell me that I have 2 water shards so it will do 6 damage.[/quote] When you highlight over the unit you'd hit for damage, it should tell you the damage just like with melee attacks (I believe). But whe

8 Replies 6,039 Views

[quote who="EvilMaxWar" reply="35" id="3072205"]Results updated! [/quote] Where are the results? Before you had a count next to each number for # of votes. A suggestion- maybe you could rank the #'s by votes below. Thanks for doing this even though it's a very manual process.

81 Replies 51,872 Views

[quote who="samurai160" reply="23" id="3072094"]Monsters can path and see through fog???[/quote] That's a great point. I believe the AI opponents can't, but monsters being able to seems like cheating or a bug.

43 Replies 185,067 Views

Ahh... I haven't used those much since one of those areas has been under construction, but that's really strange it would keep incrementing every time. Must be adding each click as a new instance, which sure seems like a bug.

3 Replies 3,691 Views

Agreed on all fronts. Something more needs to happen with Territory & Tactics, Classes & Talents, and Units and Monsters. There just isn't meaningful strategic depth yet to these areas, which makes the game bland. The initial game is fun, but re-playability suffers greatly when everything is the same from one game to another. Some ways to addresses this by Stardock would be: 1. More content/variety. Both in equipment, units, and monsters. 2. Better incorpor

32 Replies 100,550 Views

Your concepts here are good. I find the stats confusing, some unnecessary, and overall balance poor. Then again, that's what they expected to find in the beta and have taken some great steps to correct it already. Still, I'm hoping for a stats overhaul/improvement like you suggest. The game's mechanics are overly complex, missing UI elements to help it make sense and need a second look.

13 Replies 32,615 Views

That would be a really great intersection of game mechanics. We already have the reverse. We could even get crazy and suggest a quest would not just unlock the ability to complete the quest, but maybe the quest's reward would be learning a new technology that's not researchable, either instantly or via spending research points.

3 Replies 25,272 Views

[quote who="Stupidity10" reply="3" id="3071340"]Also be nice to show initiative when you scroll over on enemy troops.[/quote] Another great point. That way you could tell if Haste, Slow or any other initiative change would be helpful.

8 Replies 6,039 Views

Wow. That's a good (and funny) find. In most cases, are the monsters attacking the sovereign because he's in their territory or is the sovereign being foolish trying to attack a monster he/she can't defeat?

43 Replies 185,067 Views

I haven't had that, but I've had sparkle effects show up in the fog of war, from shards, I believe. Most of that was taken care of in one of the recent patches, but I haven't had that white blob issue. What video card do you have (brand and model)?

23 Replies 7,053 Views

Yes, yes, yes! I posted about this here with a link to another suggestion. Hopefully this fix is coming in the near future. https://forums.elementalgame.com/416729

11 Replies 11,176 Views

I like the ideas, but regardless of whether it was these changes or the current system, if they're going to bother to have different damage types, armor bonuses need to be displayed against each instead of just as a number that during battle you discover is different. I like the strategic element different types adds, but right not it's not really easy to adjust against/for even if I wanted to do so. I certainly like the idea that different weapons would use different skills o

12 Replies 7,231 Views
Reply to UI Feedback in FE Beta

[quote] When I'm starting a new game, I need more information: What the faction I'm playing does. Am I empire or kingdoms?[/quote] The only great way now to know is by seeing if you can get Life or Death magic, or memorizing the various factions. [quote] In combat, I need to know how to move my units to a specific point to attack someone; often they just seem to go to an arbitary square to engage the enemy, which sometimes leaves the

2 Replies 1,897 Views