Replicators

Replicators

Joined Member # 2491431
34 Posts 160 Replies 399 Reputation

Problem with this is that, all it does is delay the stack of doom effect, not prevent it. my idea if you are interested in looking @: A combination of Reinforcement system[Mount and Blade] and Group size Penalty system[Larger the group, lower the initiative, movement, etc] would be the best in my opinion. Not only would this resolve the stack of dooms[as numerous weaker armies actually have a chance against a single stronger army], but als

8 Replies 10,714 Views

My thoughts on the game: + Unit Traits, allows for unit specialization + "Worlds", for more side stuff to do/quest/explore + No stacks of doom problems ++++ Smooth, Not Laggy, Undemanding Graphics/UI. Has a general feel of being a Polished game. [solid 40 fps on busy map] + Eliminates the hassle of having monsters rampage through your resources at will - Pathetic Faction customization - Zero Unit customization - Overly

64 Replies 223,159 Views

In the Total War franchise, as well as Civ IIRC, hostile units on the strategic map CANNOT move past one another without provoking a fight. This solves the incredibly annoying issue of Defend the outpost, or defend the resource right next to outpost. Too often have I found myself sending troops to defend a resource, just to have the AI move his troop past mine, and destroyed the outpost, or what have you. The unit movement system is already implemented in Tactical Comb

5 Replies 5,537 Views

I'd love there to be a default diplomacy status where the neutral factions won't wonder into your territory, and there be a diplomacy option for you to tell another faction to gtfo out of your turf. At a cost of relations of course. I just find it annoying that sometimes a potential enemy has a few stacks of scouts near my resources where they can simply pillage and ruin my economy.

0 Replies 2,321 Views

[quote who="Mhantra" reply="2" id="3149408"] Haha, I have played this game and WoM for a while, but lately, my old tactics aren't working and I am getting crushed, perhaps with just plain bad luck? Most of the time, I get rolling, and then some huge deadly monster crushed a city or two, and leaves me bait for any Ai that wants to mop up. Love the challeneg, except I don't see how I can beat a red dragon rampaging through my territory within the first 100 tu

9 Replies 11,164 Views

The learning curve for the game is extremely high, but once you know a few general tips, you should be set. Rules are: 1. Level your hero up as fast as you can. If you are a mage, Evoker + Fire destroys everything. 2. Fire > Air > Earth > Water 3. Armor is VERY important. 4. Build troops early, don't wait for economic expansion 5. Don't build cheap troops, they are virtually useless. 6. Don't over extend w

9 Replies 11,164 Views

I was playing the game, Ythril, who were at war with Rosln, attacked me. After several turns of fighting between us, Rosln decided to pay me 27 gold to declare war on Ythril? This repeated 3 times.

0 Replies 2,435 Views

Hi, I and others have mentioned, it kind of stinks how you cannot upgrade your units from 3 unit group to 5, etc. I've came up with a compromise, should the devs be against the idea: Have the larger unit groups, have an initiation and movement penalty. This should give the Veteran smaller groups to have some benefits to keep around, rather than having to delete a level 5 troop simply because it is no longer competitive against a much less experienced level

15 Replies 16,344 Views

[quote who="Kongdej" reply="3" id="3143274"]To be honest, unit levels are superior allready, units unlevelled have no use, and unit's with levels gets super tanky, so not sure we need nr 2. It would be interesting though, but then again, If that should be applicateable i should be unlocked through a trait or such, so It wont be "All my silly units".... Sincerely ~ Kongdej [/quote] Perhaps, cut the amount of health gained per level by a large amo

5 Replies 5,203 Views

1. Interesting, how did it break the game though? All I did back in 0.86 was make the troops early game have worthless attack, and accuracy, while not touching their health. This made them excellent fodder, and costed only 0.1 gildar per week. Downside of them is that, an army of them... can't even take on a single group of Militia. So to me, it is fairly balanced. 2. I thought about that. What about this: Every Traits the units can unlock, have a Positive,

5 Replies 5,203 Views

[quote who="Glowing_Ember" reply="46" id="3142858"]Replicator i wold agrre with you if the ai managed its mana better and kept a portion of it back at all times to microwave its opponents, but it isn't even doing it once or twice. You have a spell that will lower initiave before a fight starts, and a spell that will slow world map movement speed and a spell that will divide up a stack and toss it around the world map a bit, and a spell that deal raw damage. i never see the

52 Replies 151,955 Views

Hi, Is it just me, or is the number of negative traits for unit design going down? I saw around 3-4 in 0.87, and now 1 in 0.912 I'd like to suggest: 1. More negative traits please. I'd like the ability to create cannon fodder that cost almost nothing to recruit. 2. Upon every 2 levels for UNITS, I'd like there to be a screen for you to select a trait. 3. Turn Pioneers into a trait. I.e. allow you to design your own pionneers. I tried editing

5 Replies 5,203 Views

My suggestion: Make outposts like GalCiv's starbases. Can be upgraded, limited in numbers per area, large area of effect, defendable,expensive to upgrade. Then, for resources, just allow pioneers to "capture" them without losing the pioneers. This way, early game, you don't need to spam pioneers like crazy. Now, this brings up the issue of resource hunting with pioneers, where the player might just search everywhere and find them.</

9 Replies 8,852 Views

[quote who="simon_doe" reply="43" id="3142534"]If AI factions would meet enemy hero-led armies on their territory with a barrage of overland spells then steamrolling would end quickly. However, at the moment an army can use roads to cross an entire ZOC inside of one turn, leaving no scope for defensive maneuvers. A building or spell that slows enemies down will help here. [/quote] That is a terrible way to solve the problem. The reason being that it gives the playe

52 Replies 151,955 Views

There is another problem fundamental to the way this game is made. And that is, a full stack of superior troops would simply steamroll through numerous full stacks of inferior troops. This problem is caused by the limit to how many troops can be in one stack. No matter how you reduce the level gain, or increase defence bonuses (this would compound the problem if defenders are the superior stack) A reinforcement system similar to Mount and Blade would be the

52 Replies 151,955 Views

[quote who="seanw3" reply="84" id="3131393"]Who was it that said they wished FE would take some of the engine of Warlock as an example? That really made me laugh. Made my morning. [/quote] I believe it was me, and when I mentioned it, I don't mean utilize the same engine. What I mean is, bring the fallen enchantress engine up to par in terms of the level of optimization and smoothness to that of warlock. Is it laughable to ask for a game to run smoothly

153 Replies 677,732 Views

I found a feature really interesting in this game. That is the world system, one that is apparently in the MoM series. Basically, in addition to the current map that you have, you can adventure into other "worlds" (completely different map) generated for quests, monsters, etc. I think this would be a fantastic addition to fallen enchantress.

153 Replies 677,732 Views

Typically, a decent group of 2-3 militia can take out a group of 3 Ophidians, and yet 3 militia is categorized as "Weak". A creature with ~20 attack and defense with small amount of health isn't "Strong"

2 Replies 3,344 Views

They are currently classified as Strong, or deadly, when in actuality, they are incredibly weak, and easy to kill. So, either buff them to meet their descriptions, or reduce the classification to meet their strength. Difference this makes include the sudden jump in power when acquiring them that do not reflect the actual strength.

2 Replies 3,344 Views

Hi In GalCiv2, I loved the ability to sell my ships to allies in need, granted the return of investment is pittyful. Could the devs implement a similar feature? Only this time maybe make it profitable to sell your own troops for the AI to use?

1 Replies 3,079 Views

1. Distance to capital. As your empire get larger and larger, the higher the unrest is in relation to your capital. Research, Magic, Garrison, and Infrastructure should help with this. 2. Unrest causes revolts in towns 3. The larger your stack, the slower your movement speed. 4. Allow multiple stacks to engage one stack. Take Mount and Blade's reinforcement system(I'll explain below). This will with out a doubt assist with killing off the stack of doom(Faster s

52 Replies 151,955 Views