Winnihym

Winnihym

Joined Member # 2413186
101 Posts 370 Replies 19,920 Reputation

I know it's too late. I know when release is. I know the gameplay that is in is all the gameplay that will go in. I know the most recent (unreleased) changes make it so that the initial spellbook choice matter more, and the number of shards you have matters less. But this business of shards needs one last appeal. Right now, any shard's a good shard, because of the mana. But I don't change my map taking strategy because a fire shard is locate

17 Replies 13,387 Views

Magic's biggest issue, IMO, is that the only time I make a choice of magic is during character creation. I suppose there's a choice at level up, but it doesn't feel strategic, and there's so much randomness to when you get your spell level ups that they can't be planned for. It's not strategy, it's luck. Contrast that to MOM or AOWSM, where you picked spheres (as you do with FE) at start up, but then each spell was individually researched from a

195 Replies 783,787 Views

Agreed, you should be able to take troops in the field and upgrade everything on them (rings, armor, weapons, mounts, etc). Cost should be crystals, materials, and gold. Increasing group size, however, should come with a cost of experience to the unit. I have a 3 person army at level 5, and add two green recruits to it, it should drop to level 3. It's still better than getting a 5 man (green) army from scratch, but there's a tradeoff that doesn't cost crystal/m

7 Replies 9,675 Views

Good, thought I was the only one who thought the only strategic choice in the whole game was whether to go crystal/metal for the 5 membered ranged units as early as possible. Once the units are out the door, upgrading through the warfare tree is the only path for tanks while you may need to further upgrade magic if you started with crystal, to get better high damage ranged capability. Then you hit "I win".

46 Replies 30,488 Views

I've met very, very few actually bad people in my life. Sadly, not zero, but very few. Most of the people who spout vitriol of any type seem to do it out of three motivations: people who think they can gain by tearing me down, people who don't know about a subject and aren't taking the time to learn, and people who are bored with their lives. I'd say the young man in that story falls into the third (overly broad, incredibly simplistic, and likely unfair) cate

33 Replies 133,697 Views

Is there a reason that the whole "can't view the city on level up" thing is still around? That's probably the biggest thing for gameplay for me right now. That, and not being able to give normal units the ability to cast a spell (like heal, so no priests).

158 Replies 59,636 Views

I'm not confident that the AI currently considers proximity in its determination of the player's power. So I'm not convinced that having an army at their doorstep matters. If the power calculation is off, (and I've no doubt that it is), its a separate issue. The issue here is whether or not I can get a significantly weaker opponent on the shard phone and say, "You know I can kick your butt, right? want to join me?"

12 Replies 8,231 Views

Good game; a few thoughts after some playthroughs 1) Wondering if towns shouldn't have more "+production to all cities" options (similar to food increases), and conclaves/fortresses have fewer options to increase production, relying more on your towns to do that. Doesn't seem to be enough specialization of cities yet to really drive choice between town/conclave/fortress. 2) love the new color scheme into the left menu bar, blue conclaves, red fortresses, gr

1 Replies 2,322 Views

I have a GREAT idea for ONE SIMPLE change to this post to make it much, much better.

19 Replies 57,862 Views

Yup, at this point, the magic system isn't going to change. Kael and FB are satisfied with it; it will be up to the reviewers and the customers to decide if their design was good or not. We've told them all this before, and they're not listening to it anymore. FB has famously said "This isn't the game for you if you don't like it", but I think (I hope) the intent there was "we've put the resources into this section of the game that we intended, you need to

55 Replies 184,552 Views

If you're interested in helping these guys out, they're on Steam Greenlight, and could probably use the votes to get them some digital distribution love. http://steamcommunity.com/sharedfiles/filedetails/?id=93959913&searchtext=&ExtraParams%5B0%5D=&method=filedetails&a

81 Replies 272,448 Views

The idea of a monster lair ZOC (that grows with time and as the lair grows in difficulty) would be a great idea, and would make the expansion into new areas naturally more difficult. If all lairs started out easy, but aged with time, then you don't ever have to worry about placing hard lairs away from where players are; the hard lairs become hard simply because they're far away from players, and take a while to get to. I would say that a monster lair that falls within a pl

66 Replies 465,945 Views

The track for pathing needs to have markers at the end of each turn's move; we should be able to look at the move track for each unit and see how many turns it will take to get there, and where they'll be at the end of each turn. Also, a second bar underneath units that shows whether there's movement left to that unit or army (ie, a 3/5 full bar if the unit has 3 moves left out of 5) would be welcome, so you can see at a glance what units can still be moved on the current

49 Replies 23,821 Views
Reply to Roads...yeesh. in FE Beta

I'm not looking for a return to tile by tile engineers either. I want the tech points now (build roads to cities, build roads to outposts) to instead be three levels: path, road, and enchanted road. +1, +2, +4 to movement on them, available when the proper civ tech is researched. When available, I can think of two ways to do the actual building. 1) let me select "build roads" as a button in the strategic UI, and let me plop down roads for 1g, 2g, or 4g and 1crystal p

36 Replies 35,493 Views

The road generation...leaves a bit to be desired. Is there some reason (other than folks felt it was micromanagement) why we went away from units that could build roads, or being able to draw your own at a cost per tile? What I consider to be major thoroughfares between cities is not what the computer considers to be major thoroughfares.

36 Replies 35,493 Views

It would be nice to have a couple of things: 1) As has been mentioned previously, keeping the UI popup on for cities and the icons when you move to the cloth map from the zoomed in mode. 2) Having some means to apply a tag to an object in the game world; army, city, or tile; something like a tie line to a note that you could type in, to be able to organize your strategy. That way, quest locations you walk away from, armies you have moving, and other things could get a ta

0 Replies 1,195 Views

Interesting; I come from a different perspective. I grew up in a full family in a nice house with both parents. While not 1%ers, they were well to do; my father was an engineer, my mother a homemaker. I worked summer jobs, but during the school year, my job was to study. I worked hard as well, went to a good school, but decided that money wasn't a metric for success; impact was. I took a government job working at a national laboratory researching energy

15 Replies 29,575 Views

I don't think many changes to the AI are happening until the main game mechanics are in place, Brad has said in another post. I would expect new mechanics of essence and city promotion to be far from optimal.

3 Replies 2,138 Views

I don't think the "city must be next to river for docks" argument to be valid. New York's docks are not in Manhattan, but those docks are associated with that city. Make it so that if the river or forest is in the ZOC of the city, you can build the special resource (docks or lumber mills). No snaking, no need for manual placement. Just get away from the whole placement thing altogether; it's a silly mechanic at this point, serving no purpose. Builda

23 Replies 8,151 Views