Lord Reliant

Lord Reliant

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

I agree it's not as easy as "just add walls"! Flying units would certainly gain a tactical advantage, which would be interesting. I'd be interested in knowing if any defensive formations are planned in any future updates or if it would need to be pushed to an expansion. It will depend on how much time they have to add other features. I could see creating an expansion focused just on siege/defense, though. That would be pretty cool.

4 Replies 2,466 Views

When your unit is next to a tall hill or mountain and you try to get it to go to a tile next to that location, sometimes its pathfinding is off where it will go all the way around the mountain instead of 1 or 2 tiles away. Additionally, I've had it where I can't even click on the tile I want to send the unit to, for instance, sending my sovereign to speak to a champion. Zooming in seems to fix this. Whenever the ability to see the path your unit will take is added, that should

6 Replies 3,797 Views

[quote who="Leo in WI" reply="35" id="3064144"]Seriously though, have any of you others had your unit(s) go the exact opposite direction from where you clicked on the screen? It doesn't happen often, but every now and then it just takes off the wrong way, don't believe it is anything like trying a different way around mountains or something like that either. I'd really love if NUMPAD movements were allowed, or even highlighting the square you are getting ready to click on where yo

136 Replies 104,817 Views

Dang. I skipped over Derek's small statement on that. I hope things reported in FE Beta that were supposed to be in FE Support are still getting recorded, since we can't change where something is posted! :(

7 Replies 5,513 Views

FE's fog of war is pretty thick. I'm OK with that, but it would be great if there were units you could construct with your pioneers, like watchtowers, that would allow you to extend your vision into the unknown, perhaps increased if the unit was on top of a hill. The same benefit could be given to Outposts. You could even link this in as a research item.

0 Replies 833 Views

The premise in FE is that the wilderness is really, really dangerous. What's the best way to counter that? Walls and defensive units! Yet in FE we can only generate units for defense along with the ability to create city improvements that confers bonuses on those same units. Walls would add strategic value, allow for defensive strategies, and decrease the need to constantly be running around exploring and running back home to defend against monsters/troops. The ZoC current

4 Replies 2,466 Views

I like the concept of making an outpost more than just a ZoC (Zone of Control). Maybe adding the ability to further specialize it like you suggested would add some additional interest/strategy. It would be cool if outposts could also act defensively and/or create walls.

61 Replies 126,393 Views

FE's UI is overall pretty good, but the UI can be a bit too tiny at times. I've played other games that will scale the user interface up or down via a preference (most recently, Dungeon Defenders). So, you could choose to increase the UI size by double its current size or maybe even reduce the current one (though it's rather minimal already). Justification for the scaling: *Unit icons in

1 Replies 789 Views

I filed this as a bug, as I don't think the uberhard enemies should allow their names to be changed by a puny sovereign.

14 Replies 4,851 Views

Is it possible the bonus is simply an increase to the normal percentage chance to critical hit? For instance, let's say all units have a 10% chance to critical by default (I'm not sure this is the case), is it possible the % is just a percent increase in this chance? So if you increased critical percent by 10, it would actually go up to 11% overall? That'd be weird, I know, but I'm just not sure on the game mechanics enough to say it's working the way you (and I) think it

5 Replies 1,484 Views

[quote who="Derek Paxton" reply="1" id="3063746"]Bugs should be reported in the bugs forum. But this will be fixed in the next patch.[/quote] Derek- do you mean the FE Beta forum or FE Support? I've reported a ton in FE Beta, but I hope I'm doing that in the right spot!

7 Replies 5,513 Views

I hope so. I've generally found the pathing to be quite good, but knowing the route a unit might take would be very helpful!

4 Replies 2,672 Views

Upgrading is almost crazy enough that it's better to disband the unit and build the new one rather than try and pay the outrageous costs to upgrade. I think the balance on this needs to be examined. If you create units in your town, does that decrease your population?

4 Replies 3,819 Views

[quote who="sweatyboatman" reply="3" id="3063636"] You move the unit to a tile and click on "Build Road" and it puts down a road. It's like Settlers in Civ except building a road takes no time. So I can build 4 road tiles per turn with them. Wheee![/quote] I didn't know that about Pioneers. Sounds really helpful. Do caravans go faster on those routes, too? Back to the OP, I think Derek mentioned he originally was going to have some units with abi

9 Replies 6,551 Views

Grouping would help tremendously. Right now, it's just a huge, long list that could really benefit from some organization added. Good suggestion, Wintersong!

8 Replies 10,114 Views

I like adding walls because it gives a tactical advantage as well as spices up the "head straight for the enemy" model currently. The only downside, though, is then they'd also have to add in siege weapons, which would further complicate the game. Still, many games use walls and sieging as part of their model (Heroes of Might and Magic for instance).

4 Replies 4,557 Views

Master of Orion 2 had two types of heroes- Governors (who stayed at positioned planets to improve them) and Fighters/Captains/I can't remember the name, the point being these other heroes were on a given starship, improving its performance. I don't know whether it would be necessary to create two different classes of hero, but certainly having attributes that reward staying home to defend and administer things should have some sort of reward! XP for building/training sounds li

8 Replies 5,205 Views

[quote who="seanw3" reply="8" id="3063378"]I think you should be able to cross classes. To me, the problem is that Path of [Class Here] is the best trait in every category. The incentive to continue a path should be based on there being continually better traits as you go higher in a class. That is straight out of D&D (bible for leveling mechanics). [/quote] Agreed. As it stands now, you're better off choosing every single path rather than becoming flippin' awes

14 Replies 15,532 Views

[quote who="Frogboy" reply="27" id="3063382"]Right now, if the game is running well for you that's outstanding. But if it's running slowly, it's not surprising and nothing to sweat because it shouldn't be running that fast for most people. It should, ideally, be running too slow for approximately 50% of the user base.[/quote] So, does it make sense that people with higher-end cards would be having more pain than those with older ones? Is this a driver problem with the

41 Replies 20,961 Views

[quote who="klaxton499" reply="2" id="3063132"]It would be great to have a paperdoll for equipping champions. This has been the standard for years. This could also be used to tweak itemization. Why can path of the mage characters equip a 2-handed axe? Why are assassins wearing plate? [/quote] I don't think anything's tied to the path or usage of a character currently since there aren't officially "classes" as in many other game

4 Replies 4,068 Views

I've heard WoM and FE both have issues running on the newer graphics cards. Renevant, have you tried adjusting some of the Video options in the Option Menu? I assume you're running the latest graphic drivers. I'm sure this is quite frustrating! When Elemental's game engine was created, it was designed to run on old machines, but the ironic part is that caused issues on the new stuff (go figure). Personally, I'd love to Stardock support add some offi

41 Replies 20,961 Views

Most games use the Escape key to open or close Menu Options. I've noticed after saving a game, I hit Escape, expecting it to return me back to the game. Instead I have to choose "Return to Game", which is a bit annoying. Any chance Escape could work like this?

5 Replies 3,542 Views