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I'd like to agree with the above posters that, although I like Stardock and I like FE, a map pack is not the sort of DLC I'd buy. Think more along the lines of new scenarios or campaigns. New monsters, new spells, new sovereigns, new races would also be great.
Disney made Avengers. Written and directed by Joss Wheedon. Disney owns Star Wars. . . The creation of a situation where it is possible for: Joss Wheedon + Star Wars movie = win
Modern: Knights of the Old Republic Sword of the Stars Starcraft World of Warcraft Civilization 2 Vintage: X-com Star Control 2 Civilization Archon Mail Order Monsters
Modern: Knights of the Old Republic Sword of the Stars Starcraft World of Warcraft Heroes of Might and Magic 3 Vintage: X-com Star Control 2 Civilization Archon Mail Order Monsters
Yes. Perfect. Awesome. Dying to play beta 3.
Please add two more things to your differentiation of factions: faction-specific units and faction-specific magic. I feel that those two things will do more to differentiate the factions than all the stat bonuses and buildings in the world.
I'm thrilled to seeing pathing coming with the .80 patch. It would be wonderful if it were possible to grab the path waypoints and move them with a click and drag of the mouse to adjust or assign the path you want the unit to take.
I think the wolves made the right call. They had no chance of killing your stronger character and no chance of winning the battle overall. Concentrating on the weakest foe to inflict max damage before losing is the right move. I think it would be nice if the AI made it so that unintelligent animals just attack the nearest threat, but wolves are pack predators that work by separating the weakest prey from the pack, so I think it was realistic here.
@Sean: I've no objection to the scouting ability being available as a trait of normal units as well. I don't know about how complicated such an idea would be to implement. I see my role as a beta tester to brainstorm with the knowledge that many or most of my ideas will be ignored for one reason or another.
Right now you can click on any enemy army or city and know the composition of forces. I suggest providing only partial or no information to stock characters, based on the distance between the enemy you're looking at and your nearest character (so the closer your forces are, the more you know about your enemies, and then providing a scouting ability that lets you know more about enemy army composition. This ability could perhaps be bundled together with the ability that gives increased str
[quote who="vieuxchat" reply="39" id="3078993"] Quoting Barrynor, reply 3Once you are dedicated to kill something, KILL IT! Currently the AI switches targets, especially against superior numbers, and attacks all of em a bit. If its dead, its not doing damage anymore. He who slaps the most wins... dead things dont slap. A unit with 1 HP leftover is still 100% more effective than a unit with 0 HP. In fact that's not true in the game. Units that lose HP will also lose soldier
I'd like to see the kingdom's also be able to use controlled monster lairs, even though they can't recruit monsters. My suggestion is that kingdom players make use of monster lairs be being able to use monster parts in researchable and designable objects. For instance, if an empire controls a troll lair, they can build trolls. If a kingdom controls a troll lair, they can research and create troll blood amulets that can be used to equip champions/troops. This change
I really appreciate the clear presence of a unified design vision that's present in FE and was missing from WoM. I'm glad that my ideas get read and am perfectly content if most or all of them are declared outside the design of the game. Beta releases when they're ready for us to provide useful feedback and not before make good sense and are indicative of a design plan . Many people posting in this thread seem to be h
Excellent points. Nostalgia often tints our memories of these games. I definitely agree about the MoM item creation being incredibly satisfying. That being said, I really liked the way MoM used mana for research, casting, and increasing your ability to cast/channel per turn. That division created some really interesting decisions about mana use that FE doesn't impose.
Rare would be great. I'd also like to see more interesting and colorful traits with less of a spreadsheet feel to them. Fewer traits that are %bonus to this and +1 to that. Ultrarare traits like: Immune to magic of a certain school Temporary invisibility Paralyzing strike Acquisition of super-rare spells Forcing a unit to be attacked as first or last priority of the enemy Ability to charm certain monster type
As with all other unit types, pioneers default to larger and more expensive groups as you research the appropriate technology. At present, those larger groups are added expense for no added advantage. I would suggest that some advantage be given to larger groups of pioneers. Possibilites: Cities founded by larger groups of pioneers start with more population, or a higher level, or a free building, or a larger area of influence. If roadbuilding is put in, larger groups
The initiative bar along the left in tactical battles is a great idea. I would find it even more useful if, upon mouseover of a unit in the initiative bar, the corresponding unit would glow/be highlighted/be indicated in some way on the battlefield. That way if there are a number of otherwise identical units and I want to target the one that will move first, I can easily pick it out.
This is actually a suggestion for multiple spells rather than a single one. Currently, we have a couple combat spells targeted at interrupting a spell in progress (counterspell, spell leach), but most of the tactical spells used by the AI don't have a casting time, so the interrupts aren't very useful. I suggest 6 new spell ward spells, one for each school of magic cast to ward against tactical spells of the opposite school. So, life mages could cast death ward, water mages co
How about a magic road strategic spell to replace cloudwalk? It would give us a balanced strategic spell with some utility. Because it would be territory dependent, it would give outposts even more utility. Suggestion: Cat's Paw Highway Strategic Spell Schools: Earth, Air (Can be accessed from either) Builds a magical road between any two points within your area of influence. Movement along the Cat's Paw Highway costs 1/4 movement point per
I'd like to have a text log available in tactical combat that I can bring up and see, for instance, what kind of damage (blunt, fire, etc.) an attack is doing, or how much is being resisted.
3. 4. X = Overhaul tactical battles to make terrain matter and give more interesting choices. I do love the initiative system, now build on that base.
As of 0.77, many spells such as obscuring fog stack. I think the cumulative effect of multiple instances of buff or debuff spells is imbalancing, at least without the availability of a dispel magic. However, if the stacking of identical buffs and debuffs is intended, please display the stacking on the unit's tactical unit card with either an icon for each instance of the spell cast on a unit or a little "x2" or "x3" on top of the spell icon.
This appears to only occur if your unit has previously melee attacked the enemy unit it is moving adjacent to.