UFO:AI is a great homage to this awesome game as well: http://ufoai.org/
NaytchSG
So to make clear... the curse/antipathy city spells are in, but the counter-spells aren't? The frustrating thing is I don't even know who cast the spells on my city!! Ugh!
My annoyance: Stacked enemies in one tile that are invisible until the next turn even if you attack the top stack. It is annoying to defeat a stack, move 2 spaces away and find out next turn you left a resource undefended when you could have attacked the second stack right after the first...
My question: I have read through the thread and saw mention of the Bless City spell... I just researched it in my game but I don't see it in my spellbook. I am a level 3 life, level 1 fire mage. What do I need for this spell?!?!? I am getting spammed with curse city and antipathy spells on my cities and it is really annoying to research a potential counterspell and not be able to use it! Thx for the thread and the help!
The originating settlement gets a 5 turn +1 to growth from Naja Burgers [e digicons]^_^[/e]
[quote who="Tasunke" reply="16" id="3095979"]They might just be spamming Pioneers until one survives, and its just the variability of the Beast AI at work. I've walked past beasts without getting attacked before. (usually during a Zombie game) [/quote] In my latest game on ridiculous against 8 AIs set the same level, I've had Ceresa repeatedly march low level groups of peons, gravewardens and pioneers right past a river slag and a Troll Shaman stack t
Frogboy, Will you also be fixing the AI's ability to walk past strong, fearsome beasts without penalty? It is really irritating to have the other factions throw outposts up all over the place and i can't get my troops past a river slag or a troll shaman even if I go two spaces around. Thanks for fixing the unguarded goodie huts, it would be great if defeated enemy heroes dropped one piece of loot everytime they were teleported back to a city after I de
The only offensive monster spells I have seen cast is Barbs by a troll shaman... Never had a dragon breathe fire at me. I do get dazed from hoarder spiders.
Great post, Seanw3. You hit on some great ideas. Even letting us choose 3 random techs at the beginning during game set-up would help spice things up. More techs, spells and heroes buried in quests would really go a long way to making each play-through unique. Really like the idea of faction specific quests/spells and items as suggested by DevildogFF. I want more of everything in FE!
[quote who="Edwin99" reply="123" id="3093327"] Quoting Devon_v, reply 122 Make bargaining with the Wraiths differ from bargaining with the Ironeers. Flavorful dialogue, race-specific powers, techs, something. Time and money was devoted to crafting all of this background. Share it with the players! So, Wraiths favor magical items instead of gold as payment. [/quote] Thanks for your earlier post Devon v, excellent points... Grea
I concur with the early ranged units, whether they be archers or slingers. The whole weapon research thing is kind of lame, would be better to focus on the quality of the weapons for tech level rather than type. Bronze giving way to iron etc.... Larger cities should house ballistae that rain death down or vats of oil... oh wait, walls don't mean a %&$#@ thing in tactical right now... Sigh. Still, ballistae or catapults could show up at the rear of you
"The Beacon! The Beacon is lit! Gondor calls for aid!" "And Rohan shall answer." LOTR:ROTK Aside from having some of the most beautiful music ever, IMO, this scene is just so epic and sort of how I would love to see outposts used: As border posts and strongpoints that can serve as: 1) rally points for assembling armies (ala GC2) 2) a FOW counter that lets me watch for enemy encroachment and wandering monsters 3) a safe p
Troll lair reward: A shield is clumbsily (should be clumsily) ...
I never realized that Gentle Rain is a multi-school spell! Guess I should read the description more carefully. Definitely agree with the path of the mage limitation. This way you can have heroes of might and magic... hmm that sounds familiar [e digicons]:-"[/e] Seriously, your point about magic specialization is spot on and the Wisdom trait in HOMM3 is what it most reminds me of. I think it was a great mechanic that could be u
Agreed, one of the funnest parts of MOM was the ability to capture a city and gain access to War Trolls or Slingers or Griffon Riders. Need neat units for each faction!
Copied from another post i made: Combination spells: Entangling Forest (Life/Earth) Strategic: Defend your territory with thick murky forests that slow enemy movement to 1 sq/turn. The number of earth and life shards determine how big your forest is. Poison Cloud (Death/Water) Tactical: An 8x8 grid of the battlefield is enveloped in a noisome vapor; all units within take 6 +1 dmg for each Death\Water shard. Cleansing Breath (Life\Air) T
See, I was hoping for some spells to actually RELY on multiple schools and/or shards of magic. I thought it could serve as a counter-balance to those one school know-it-alls: Entangling Forest (Life/Earth) Strategic: Defend your territory with thick murky forests that slow enemy movement to 1 sq/turn. The number of earth and life shards determine how big your forest is. Poison Cloud (Death/Water) Tactical: An 8x8 grid of the battlefield is enveloped in a nois
I agree that it is annoying... especially if you kill one army and the second is sort of there invisibly lurking until the graphics refresh next turn AFTER your army is several tiles away dealing with another threat. Would it be hard for them to have all of the adjacent tile armies get sent to the tactical map ala AOW:SM? That would really be fun and eliminate this stacked army nonsense.
I agree with Steven's idea (come to think of it, I've said that several times before[e digicons]:)[/e] ) It would be great if these highly experienced units gained a special ability or two during the course of their service. I would love to see elite units at least gain the ability to counterattack or fortify a square or charge or something, anything to spice up the battlefield: Elite archers who can "hide" in a clump of trees. (Half or quarter physical dam
Actually, I think it is intended that as long as you are not at war with a faction, you can go shopping. Now, the shops just need more faction specific stuff to be interesting...
Tactical is improving, new maps are great. Some tile bonuses and line of sight stuff would be even funner... I would like to see ordinary units gain some special attacks or defenses or just a better critical hit function either as a reward for a great victory or after a certain experience level is reached. These could be faction or kingdom/empire specific and would make tactical more interesting if the spearmen in front of you suddenly set their spears for y
Loving 0.86 ( and thx for mini-patch, you guys rock!) but still really peeved by stacks of AI pioneers and lone heroes waltzing (whistling nervously?) past Death Demons, Shrill Lords and Air Elementals without so much as a pursuit. My poor stacks get within one or two squares and WHAM! I did not choose the "rub troops down in Bacon grease" trait when designing my faction [e digicons]<_<[/e] so here is a simple (I hope) idea to at least make it less unfair fo
This was a problem in .77 too. I've had a free library, cobwebbed houses and elemental lairs left with free goodies...
I have a champ with a toxic bow +4 poison that is not adding the +4 poison per turn after the initial hit... The spider venom sacs are working fine. Thanks for listening SD folks! [e digicons]:beer:[/e]
Ender could [e digicons]O:)[/e]