NaytchSG

NaytchSG

Joined Member # 2436731
89 Posts 631 Replies 9,570 Reputation

Thanks for the list of improvements... it will help tide us over to next week. Love the straightforward stat modifiers. Silver tongue ability sounds awesome. Always loved the Nymphs in AOW:SM... hmm, they would be a good thing to model in 3D with a zoomable camera... [e digicons]:drool:[/e] More consequences from tactical battles could be: You don't take their city, but your troops are able to burn down the granary and a mana shrine bef

182 Replies 529,415 Views

[quote who="Grizzyloins" reply="26" id="3122281"] Man this is lookin good, all I could think about when I saw those nice walls in tha tac battle pic, is how neat it would be to have a couple bilistas and/or catapults up there reigning h*ll down on the corrupt forces of Magnar from a distance [/quote] Amen, Brother! Could be another benefit of city level-up. New/more siege weapons on the city walls: Added each level automatically or cho

33 Replies 99,811 Views

Nice, you made the AI pioneers and stacks yummier (that's an XML modifdier, right?) I love an aggressive, hostile world, as long as we are all equally tasty! Was the AI hitting the forest drake with spells with multiple small stacks, or was that part of what you fixed? (AI not massing sufficient troops in an army to defeat an objective). I'll brew you some good coffee to keep up the good work!

19 Replies 44,210 Views

Those veterans are just waiting for you to give them their hard-earned land grants... [e digicons];)[/e]

38 Replies 53,754 Views

[quote who="seanw3" reply="59" id="3118942"]Tarth would not get a bonus during city defense. They would get a lesser bonus in all their own territory. That would make them use a totally different defensive strategy. They want to lure the enemy in to their ZoC forest to ambush them. Gilden could get ridiculous unique walls that make their late game cities impenetrable. Magnar could get Firewalls early. Yithril could get no defensive bonuses, but exc

128 Replies 383,635 Views

[quote who="LNQ" reply="35" id="3119079"]I support 1-tile-cities. I would like it to be accompanied with a change to Zone of Control. If Zone of Control took into consideration the TYPE of terrain when spreading, it would allow for kingdoms to from in much more interesting ways: ZoC would spread at normal rate on hills and grassland ZoC wouldn't spread over impassable mountains ZoC would spread slower in forests, swamps etc ZoC wouldn't sp

82 Replies 123,051 Views

I see what you're saying about the math, Kongdej, and i agree. I just want my casters or the enemy to sometimes "miss", like when the shield pops up on your elven archers in HOMM3 because you have a stack of war unicorns next to them. A little random spell fizzling (LITTLE, mind you) or not so little due to dwarven (er, I mean Ironeer) faction traits for example would be fun. I can't nuke the wraiths from a distance, I have to get my hands dirty i

6 Replies 37,520 Views

When you suggest knowing if a unit will resist a spell... do you mean having a text blurb in the unit description for Air Elementals that states "Immune to Air Magic", or a %ile spell success/failure tool tip as you hover over the unit before you cast the spell? The second option could be ok if there was still a chance for the spell to fail if my Sov/Champion has a medallion of fire resistance or cloak of the red dragon; or I cast glacial armor on my ordinary units just prior to

6 Replies 37,520 Views

NaytchSG: Great Wall could even be a one per civ or one per world achievement or an Earth spell obtainable via quest or levelling up. Cruxador: Making it a spell would be redundant. You can already raise impassable mountains. We need a way to close chokepoints with building. Might be redundant, but I was thinking of ways each of the tech trees or different factions might approach city defenses.

128 Replies 383,635 Views

I think the one tile cities should also scale height-wise on the strategic map. My level 5 capital should have the towering majesty of Minas Tirith with cramped housing overflowing at the base of the old city walls. Maybe the central keep could gain an additional tower for each level.

82 Replies 123,051 Views

[quote who="Cruxador" reply="6" id="3118101"]Don't do this. This is a gamey limitation that worsens the overall experience. Snaking is a shitty mechanic, but so is being arbitrarily limited to a certain size. It makes no sense logically that a city could only expand so much, and from a gameplay perspective it tackles the symptoms rather than the problems. Snaking is symptomatic of city design being irrelevant with regards to the city's contents, but not with regards to the worldmap. &

128 Replies 383,635 Views

But if George Lucas hadn't made the awful second trilogy, we would have never gotten that awesome South Park episode... "Oh my God! Indy! Noooo!" That poor Stormtrooper... He should have filmed the Zahn books... sigh Circles around for another mouthful of chummy goodness... }---^- Yer gonna need a bigger Board!

39 Replies 58,062 Views

Crap, I just drooled on my keyboard! Looking forward to all of the changes in tactical and factions! Love that you can build on stuff right away.

39 Replies 62,655 Views
Reply to Curse City in FE Beta

I meant life levels in regard to Bless City... I've researched it but I can't cast it... My 2 cities are under a Curse City Siege that has frozen my production...

7 Replies 7,446 Views

Now if the monsters can just see (or smell) those soft, juicy pioneers as they stroll by... [e digicons]:drool:[/e] That xml code is scary to the untrained eye, I can see how a slight difference in coding/labeling can lead to unexpected outcomes down the road. Love that you are poking away at it on a Sunday evening! You guys rock!

15 Replies 24,168 Views

Capitar should also be approached frequently by mercs seeking employment... being all wealthy and soft [e digicons]:hrmph:[/e] Another faction could have the ability to bribe such units away... I don't know the backstory well enough to know which... what do you guys think?

11 Replies 12,019 Views

I would also enjoy several questing options: fetching skath fins and troll skins to a certain mystic witch to make a healing broth etc. Doing a multi-level dungeon and meeting Draffut and his healing pool of liquid... And a building would be great too for late game when you have other things to do.

22 Replies 7,017 Views
Reply to Curse City in FE Beta

I had asked in that nifty MagogAOW post about game mechanics... but got a vague response. I thought perhaps my sov needed Life 3 or 4 to cast it, but the xml doesn't seem to show a requirement...

7 Replies 7,446 Views

Good on her! That is a tough job! (Especially without a BOE!) I will admit that as I age, I do find myself having to proofread my own writing more carefully esp. the your vs. you're type stuff. It still is jarring when you're trying to enjoy the writing in the game. Take care, Dave

4 Replies 1,805 Views

[quote who="seanw3" reply="5" id="3104715"]I personally like to cast Stoneskin twice on the same unit. So much win. [/quote] Would be cool if repeated castings of stone skin reduced movement with each casting to offset the bonus to defense. Would the stack eventually become stone golems? (or your hero The Thing?) <img id="rg_hi" class="rg_hi" src="https://encrypted-tbn0.google.com/images?q=tbn:ANd9GcSy_gvjMPigbWkOVHT9wIOuG7lelC

6 Replies 3,933 Views

Manii should be rewarded for all of his hard work with a hero named after him in the game. Manii Names Lore +2 Prestige +1 Life 1 Water 1 Weapon: Rod of Correction (this unique weapon can erase one unti um, unit from a tactical battle) Keep it up!

4 Replies 1,805 Views
Reply to Curse City in FE Beta

It is in the magic tech tree, Andy (master enchantment IIRC). Apparently curse city works, but bless city spell doesn't. Definitely needs some work... both my cities are pretty much paralyzed in the current game I'm playing on ridiculous. Now I am waiting for a new patch to hopefully fix this. Would be great to have an overland magic shield spell or dispel spell that you could pump mana into...

7 Replies 7,446 Views

This is why I believe all basic weapons, padded/leather armor and mounts should be available to all factions at the start of the game. Research should increase an items quality and reduce cost/build time as you progress in the tech trees. It makes much more sense and lets different factions be more unique and focus on different ways in improving the base weapons. Let some factions focus on metal armor, some on cavalry, s

9 Replies 3,629 Views

Altar, as the hero faction, should have a building ala the HOMM3 tavern... or perhaps an option at city level up would be a hero instead of one building choice. So you get 4 buildings and a single hero to choose from. ALL basic techs for all factions should be available at the start of the game and the tech tree should reflect increases in quality and ease of production of basic items. Basic weapons, mounts, shields, padded armor etc should be available.&nbsp

11 Replies 12,019 Views