I would like to see various quests for Iru elixirs unlock as heroes get injured. Say one quest per three injuries to heroes of the realm, so you have to choose which hero is worthy of healing. Love your retirement idea for heroes and turning them into buildings. And yes the Blessed Warhammer is in need of some divine intervention [e digicons]O:)[/e] (see what i did there... and the emoticon even... oh I slay me! [e digicons]x_x[/e]
NaytchSG
Some nice ideas here. Especially the upgrade-able recruits.
[quote who="animageous" reply="5" id="3348169"] Quoting NaytchSG, reply 3I would like to see every city (or at least the capitol of your nation) have an additional option for +1 essence at city level up like conclaves do now at level 3. I mean, does anyone take anything else at Conclave level 3? Ever? I do! I take the +20% research option when my heroes don't have enough spell schools or spell levels to make extra essence worthwhile, and I want that litt
[quote who="lelovelady" reply="98" id="3348737"] I'd like to see (at some point) the ability to "build road to" - right now units with the build road ability have to move one tile, build road - move one tile - build road - this gets VERY annoying ... it'd be nice to select their current point as a starting point, then click "build road to" and click their ending point and have them automatically build a road from point a to point b. Alternately
[quote who="Auralynx" reply="54" id="3348063"] quoting post Increased the strength of the bandits from the Bandit Lord ability Any chance the bandits can inherit your faction's racial traits? Would be pretty helpful on Mancer sovereigns in particular, as I don't love losing movement in the stack. Some sort of bonus gold per stacks destroyed would be welcome, too; this will still be a pretty weak trait unless the Bandits become full
[0.80] Also Great Wolf Howl and Air Elemental's Gust of Wind. As StevenAus states above. {stealth bump}
If the retreating troops had a bind wounds ability or regeneration, that would make sense. Could be a specific racial ability or general to all trained troops. Maybe they trade a turn of movement for +2-4 health. {Begin reminiscence} I still fondly recall a MOM battle where my last 4 figure War trolls unit of a stack with two moves per turn was able to slowly stump around the battlefield and outmaneuver 3 units of one move per turn swordsman until they regenned t
[quote who="Wizard1200" reply="2" id="3347987"] Quoting animageous, reply 1Essence *is* overpowered. You're right! Next. I think that essence is not overpowered, but the distribution is annoying for the player and the AI. EVERY city tile should have 1 essence (25 %), 2 essence (50 %) or 3 essence (25 %).[/quote] I would like to see every city (or at least the capitol of your nation) have an additional option for +1 essence at city level up lik
Agreed. Wish they would raise the number of units you can garrison, as well.
In the Mausoleum Quest. The eyes should "flare" to life, not flair. But maybe if the statue hadn't done the bare minimum and worn more flair, it would have not failed in it's quest. [e digicons]O:)[/e] [video]http://www.youtube.com/watch?v=U5YClmS3umk[/video] Thanks! Keep on plugging!
I have also seen this. Thank goodness I had already gotten mana blast!
Thanks, Parrotmath! I will definitely do that when/if I decide to make a formal mod! [quote who="parrottmath" reply="3" id="3346180"] You got to get dirty with the xml.[/quote] You down wit' OPC? (Other People's Code) [e digicons]B)[/e] lol! The xml is pretty easy to work with, <a id="ctl00_ctl00__Content__Content__RepeaterReplies_ctl01__LinkUser" class="hand" title="Click user name to view m
I have never played any Civ game (just MOM and MOO 1 and 2), but I recall reading on the WOM site that the FFH mod had a faction that were nomadic in nature. I was thinking that a faction that had that trait or (weakness?) might be interesting to play. I think such a trait might also be a useful balancing mechanism for a Beastlord or Adventurer Sov, as they would be the kind of folks less likely to found an empire (but perhaps one falls in their lap). Another twist w
Well, obviously, Magnar had picked Anemic as a weakness to pick up an extra custom race talent. This will fix it! [e digicons]O:)[/e] I have seen this as well. [e digicons]:banhammer:[/e] Pioneer spam! Unlock Pioneers like new heroes... using fame. Turn current pioneers into Engineers for outposts and roads.
I like dsraider's mud shrill from his FE scenario Secrets of the Past. Cool ranged attack. https://forums.elementalgame.com/440136/page/1/#3328469
In my 0.75 game I had it with 5 essence, it was "Level 8" and popped the noise for level 9, but no upgrade screen. Put some Darking and Wilding Shamans in there and make it a fight! And then give us a spell as a quest reward to grant a 6/6/6 tile to build our own city. More neutral cities or creating neutral cities on faction defeat would be fun.
[quote who="thadianaphena" reply="6" id="3344287"] They should add a nice unique bonus or something to the City Hubs for it, maybe the ability to train darklings in the city? Warrior, Archer, Shaman would be the 3 types and I would mod it to summon them akin to the Binding Shards and Camp Improvements, however they would be unable to upgrade weapons/armor and wouldn't impress. Unless their art tags are ported to a unit design model? They are of appropriate size to wear/carry most we
Awesome idea! So, if I understand correctly, in addition to the three buildings and extra option would be to get +1 essence. I like it! But would be essence for the three types? Perhaps it would make more sense to give +1 essence option to Conclave, +1 grain to Town and +1 Material to fortress[/quote] That would work, too! I just find that some of the choices at level up don't help me as much as an extra essence would. Especially if I have built a lot
A really awesome play is to web a stack, swarm them, and then bash them back with a shield bash or a tamed Hergon. You get to repeat two or three times or until dead if the initiatives work out right. [e digicons]}:)[/e]
Oh that explains it... I thought they had dumped it... Thanks, guys! I agree that XP in general and esp. Army vs. Army XP needs a tune-up.
A Spirit Naga or Sylph with the Charm Unit (Tame) ability. (basically Beastmaster but ANY unit in the game, could regulate with Spell Mastery. I built a Fred Saberhagen's 12 Swords of Power Mindsword with HF's help in FE. It was ludicrous fun. [e digicons]}:)[/e] ) Harpies that fly, attack and return to a square in one move ala HOMM3. A Mana Devourer that has a chance to Mana Leech enemy spell casters as they
I play on challenging/dense and I was really irritated when my 3 heroes got 2 xp each after defeating the 70 hp Harridan spider in the Brother Sparus quest. They got rid of the hero xp split thing, right? I actually got so frustrated I used a Paragon spell for the first time ever to get Magar from level 4 to level 5 so I could equip a toxic longbow I found. Damn the -5 sov HP and full speed ahead! [e digicons]>:([/e] But I
In 0.75, The Wildland Deorcnysse city I conquered was Level 8 and made a city-level noise when it got to level 9 but there was no level-up screen. As far as city levels, I wish there would be a +1 essence pick for each level of any city type so I could settle more interesting spots on the map w/o gimping my essence. More essence = more fun Peace on Earth = Purity of Essence... oh wait... that's a movie. [e digicons]O:)[/e]
Definitely brood archers are affected, and I believe the archers in the Freeriders camp from the Dragon Eye quest as well. Can't recall if other missile troops were also affected.