I like the mechanic - can make cheap fodder en masse powerful. Or not, they still have to have some punch. Plus, think about it - how tough do you have to be to be able to stand up to 5 groups of enemies attacking/distracting you. pretty baddass. If you aren't that badass (i.e. lvl 5 hero), don't get into a fight where you can be surrounded. Strategically avoid the bad tactical situation. Is the mechanic +5 accu
jutetrea
True, for some reason I was thinking needing to be fire mage.. but that's the counterspell that causes damage. Doh.
I'm not sure we shouldn't be able to counter once/turn.
Love the nerf talk! Lets make the game bland and boring! bah. Rather than nerf fun mechanics, enhance the not so useful or not so fun. Its a single play game, balance doesn't really mean anything. If portions of the game are unattractive to play, change them so they become more popular. If the AI can't handle min/max... either change the AI or make a personal decision to not min/max. I do like the arguments to mak
When presented with 2 heros, is there any way to see full details? i.e. moves, wages, equipment, etc? Sometimes I'll select a hero purely for a special ability or a special piece of equipment.
https://www.dropbox.com/sh/igu3c3j502u80zt/bi5rguJtEP to a save game, with the 17 (seventeen!) stack of altar armies that had recently split up.
Agree, I rarely get it and I'm not going to search for it. Its fun though. I don't have anything like 700-900 damage, though. Mine range from 50-80 in some battles to 120-150 damage per shot in others. Haven't paid attention to why the damage values change - but with one hero I sometimes get 250 damage. For the eyes of dragon quest... 50-70. doh. holy crap on the resource levels.
Swords are generally UP - EXCEPT - some of the 2H rare champ weapons are ok. Longsword with a jugg is ok - just since you'll rarely use cleave with a jug. Otherwise, I'd rather use a spear in general with a few Axe troops. Axes were OP I think, making them 2H seems to be a good move. Spears are good above average, multi-target anti-counter attack. Defensive (1H spears) + shield works well too. Bows could use a bit more love, but re
Sort of agree, was quite a pain to do the eye of dragon quest. Had 2 champs, 4 jugs, 2 heavy armor cav. Cast natures whatever on them for the 20% reduction (no earth shards) and lost 1 champ, 3 jugs and a horse in the first round of fear and flame. Had csila for initial mass curse and a badass sov. Still took 5 reloads to be able to just beat it, let alone with any sort of army left. Which is kind of fine - its 3 dragons. The xp afterwards
Agree! casting buffs on a stack is a chore Spellbook should remember last cast spell and/or Allow multiple casts in the same army popup (checkboxes?)
I'm still playing my huge game (14-15 hrs in, just starting to take out other civs) and I see the same - armies of 2-4 pioneers wandering around. Not necessarily stuck but wandering through my territory - even though I've essentially claimed a corner of the map and have nothing behind me. I'm also seeing stacks of 10-20 enemy armies just sitting there - I just declared war on Altar, who had a stack of 17 armies sitting on our border. I guess its
Bummer, ok thanks. 6 traits is pretty huge, although the production costs outweigh it somehow. WAI then :) Out of those, I think Mobs should still attack AI - especially outposts and armies, maybe not cities. Pioneers should definitely be limited! Even if its to a lesser extent - 30 pop vs 15 pop or something.
So, playing expert against all expert opponents on a huge map, I think 10. 2 of my custom races are nearby. 1 is somehow critically flawed, its been lowest rank in last 2 games - wraith, lucky, master scout, enchanter, vuln to magic, and something else. Sov is a beastlord. AI isn't using it very well and/or not building the excessively dodgy troops I designed. 2nd is kicking my #$%$! It sort of shouldn't be, it should be limited heavily by
Looking forward to update on the trees - would also suggest allowing 2 trait selections per level or compressing all traits to be more powerful. Leveling has a great concept and UI now - but the actual "ding" of leveling is underwhelming. +1 research to... +2 research! yeah! tier 1, something (-15 unrest? Kind of think that should be just for choosing commander) Tier 2, +2 research Tier 3, +5 research Tier 4, +100
It used to be a cakewalk. So when you've clearly won and just couldn't be bothered to clean everything up - it was a good way to finish the game and get to the totally pointless score screen - that gives very little/terrible details, isn't stored anywhere and provides not one bit of continuation from one game to another... anyway. I haven't tried it since its been revamped to be a lot harder, took a hiatus after the first couple hundred hours. N
"But Honey, its got a Hergoth Sow!"
I frequently take beastlord, its fun. In my 2nd to latest playthrough I got a bear cub, (a bear which died the next turn), a hergon, an albino spider and a black widow... and that's it for the first 200 turns before I quit. Just bad luck. AND I don't mind abusing save reload. There just weren't that many capture situations that I actually a) succeeded and b) critter lived. Got no badass critters. Trying again though, got a ravenous, albi
I got the same thing, but then when I go and complete the other part of the quest the quest will not continue. 2 dragon eyes in inventory and no way to continue. Same thing happened with assasin's blade quest - "finished" the quest, but original quest location never went away and sword did not change from assassin's blade to the next version.
Lots of agreement here, can't really disagree with OP.
I like this idea, but would also be concerned about the summoning aspect. I've always liked the idea of lairs that evolved. Early in the game there are more "level 1" lairs sprinkled with higher levels. At some point these lairs "upgrade" - both the mobs (either level or next tier of type) and loot. This might happen 3 or 4 times in a game so if an area was not cleared it would become very dangerous. Another aspect of this would be to have mon
[quote who="NaytchSG" reply="1" id="3335038"] I find them different flavors of fun. It's a single player game, you could mod them and post it as an alternative version. I would rather improve the mediocre professions than nerf the fun ones. I would love to see a nomad sov/ faction that can't settle a city and must roam until they conquer someone else's. I thought that would be a good way to counterbalance the old Adventurer sov profession (
From a non-modder, someone pointed out that modders are the minority... While they are the minority they can drastically extend the life of any given game, keeping it on the playlist and in conversations much beyond a standard game. It is absolutely awesome that a) The company reads/posts on the forums and b) is actually going to take some effort to alleviate some of the issues and c) that there are gamers involved enough to spend the effort to create mods in the first place.<
[quote who="ed98027" reply="44" id="3326349"] Quoting ivathoma, reply 39 Is there any chance you could implement some quick-n-dirty Hall Of Fame/High Score in the expansion? The score could be calculated in a similar way as in the Civilzation games (difficulty, holdings, units, buildings, money, research, victory date and land area could for instance be the basis of the calculation). Ever since I first played Civ I the Hall of Fame has been among the only th
Awesome, looking forward to it. I think I'll be dusting off FE again when 1.3 comes out, then again when LH comes out. I put down borderlands 2 and re-picked up Warlock and their newish DLC. Great, fun game - but biggest disappointment is that the games don't matter after awhile. You've won, and there's not even a scoreboard at the end. So I just start a new game to play to a point of dominance again.