Lord Xia

Lord Xia

Joined Last seen Member # 2418462
72 Posts 3,653 Replies 23,676 Reputation

Tactical battles, in any game, should account for a few things. Terrain, movement, range, and formations. It looks as if they are adding something that will help with formations, having archers in back. I don't see terrain being anything yet. Range is unlimited, or close too, and this takes away from tactical movement and placement of troops and formations. And movement is hampered by a lack of ZOC, it should be difficult to move around an opposing enemy with

76 Replies 71,239 Views

People can judge anything, anyway they want to, but if they express feelings loudly that have no merit or logic, then they can also expect to be shown to be an asshole. I am frankly very, very tired of people hating things and calling them bad for stupid fucking reasons. I don't understand why they have to live in such a black and white world where everything is either great or terrible. And frankly, there are some games out there that people say are bad

76 Replies 71,239 Views

[quote who="C4440" reply="3" id="3252188"]Well joasoze you should not write off Tarth purely because the 3 and and less ability is almost useless. Their ability to settle towns is far ahead of anyone else and their ram longbows are amazing. and yes I am not even sure if my idea will be effective, but hey if it is then it opens up a very unique playstyle I think. I guess it would be useful to hear the vision and logic behind this

7 Replies 4,812 Views

[quote who="Heavenfall" reply="5" id="3252079"]I think the precise problem armour on militia would ease is rushing AI cities early-game with your champions as soon as you meet them. Often the AI is out adventuring and has no real army to defend with.[/quote] This is what I do to the AI, and I gain a boost in score and put myself in a good position the rest of the game. The AI is weakest early.

23 Replies 6,046 Views

I find the Tarth racial ability to be the most useless for troops, but at least it doesn't come with a -1 hp penalty per level. I would probably go with a melee champ and two archers. But it's still not good, and in reality, I would just ignore it. But then, I never play as Tarth race.

7 Replies 4,812 Views

I will always stand against the use of slavery, taxation without representation, and the Oxford comma. Shit...

10 Replies 5,428 Views

Yea, memory leaks are the only real issue I have. The game is very ready for release. I own hundreds of PC games, literally hundreds. This game as it is right now would be among the best in terms of stability at release.

22 Replies 11,526 Views

[quote who="Kongdej" reply="3" id="3251584"]Most of the new tooltips are weird and confusing if you ask me Sincerely ~ Kongdej[/quote] Yea, I notice that Legacy of Serrane now doesn't mention warhorses, but you still get them. To me, Warhorses are a major selling point for that faction ability.

6 Replies 5,408 Views

[quote who="Trojasmic" reply="7" id="3251557"] Quoting harmonius_, reply 6Anyway 6 Labor cost for 10 Dodge is too small. For example, Ironskin +3 Defence costs 14 Labor. Dodge traits have surprisingly low costs. Please don't encourage the Devs to add labor costs to trained units. Instead, ask them to reduce the labor cost on Ironskin.[/quote] Yes, exactly.

9 Replies 3,304 Views

I think it's accuracy before was a 88, and now its a 84. Not really a huge difference. And it wasn't just dragons, it was everything. So things that are less than level 10 got an accuracy boost, things higher than that got a nerf. The calculations were changed.

39 Replies 13,359 Views

[quote who="Tuidjy" reply="1" id="3251480"]No, I think they are fine as they are. I actually have my hat off to whoever rebalanced dodging recently. Now it works just right. The 5 weight penalty is incredibly more significant that the health penalty, when it comes to upgrading the unit. The weights of leather/chain is set exactly so that non-Trog units barely squeeze in with right traits. The 5 weight penalty puts upgrading in question for infantry dodgers, AS IT S

9 Replies 3,304 Views
Reply to Bandit leader in FE Beta

I tried bandit leader in a game last night in 0.99. It worked pretty well, and those starting units are not completely useless. Now, I imagine after the initial part of the game, bandit lord will be pretty useless, but thats balanced against being able to build a bandit army early on. This is a solid zerg approach especially with wealthy, but the bandits won't stand up to most trained units even early on. Also, I haven't tried to use this a

47 Replies 26,963 Views

[quote who="parrottmath" reply="6" id="3251471"] Quoting Kestral2040, reply 5I think the main reason we didn't put it in there (aside from space) is that when you hover over a unit the pink highlight on the map shows you how far they could move, complete with adjustments for blocked tiles and moving past other units... which seems more useful than the number Agreed.[/quote] Double Agree.

9 Replies 4,553 Views