I would like to see FE have an easy to use monster modding tool, much like the tool for creating new buildings in EWOM. Template for selecting base monster Options to change color, size, skin patterns Option to change statistics; hit points, armor class, speed, attack traits, defensive traits Option to set encounter grouping and numbers of creatures in encounter Option to select magical powers if any Option to select G
Edwin99
Three ideas; 1. Dispels are related to a specific book of magic; aka Rock - Paper - Sissors Light: Dispel Darkness - Chance to Dispel darkness spells. Light magic does not do the damage of Darkness; however, it can dispel/weaken the effect of Darkness Spells. Water: Quench Fire - Chance to Dispel fire spells. Water Magic may not have the offensive punch of fire; however, it can dispel/weaken the effect of fire spells. Earth
[quote who="Souls-Stream" reply="153" id="2973354"]I don't like the idea of having one spell that dispell one specific spell, it should be for example healing rain, it heals your units and it can be used to dispell forest fire. [/quote] Agreed, I should have said; Downpour (tactical) - Dispels Fire Spells (unless spell resists) and reduces line of sight and attack range of all units to two tiles; friend and foe, for 1 turn. Thus casting Downpour prevents
Currently each school has one or two tactical spells per level. I would like to see more tactical spells can really influence the battle by doing damage, summoning creatures, changing the terrain or altering the dynamics of the battle in dramatic ways. Example of spells that dramatically affect the field of battle. The following spells reduce the line of sight and attack range for all units making batt
A list of suggested spells for an Expert: Enchantment Spell Book Primary Focus: Tactical Spells: Tactical (13), Enchantment (1) Level 1 - Apprentice Confuse (Tactical) - Target unit suffers a penalty to initiative unless it resists Enthrall Person (Tactical) - Targeted Sovereign or Champion is rendered immobile until it is attacked or it resists (resist check each turn) Mind Shield (Tactical) - Targ
Spider Themed Spell Book - An elaboration of the idea suggested by Vordrak - Discovered by Quest - 2 to 5 spells per level Primary Focus: Tactical Spells 19 Spells - 15 tactical, 2 city enchantment, 1 Enchantment, 1 Strategic "In ages past there was a titan that was the master of giant spiders. It is said that their exists a tome that instructs one in the magic of this titan
[quote who="luketan" reply="89" id="2971890"]* You can see how MOM's spell system was planned, there had 4 levels (Common, Uncommon, Rare, Very Rare), and for each level they tried to put at least one spell in the following categories Summoning/city enchantment/Create enchantment/Global Enchantment/Combat Enchantment/Special . They differentiated each Realm of magic by having more or less in each category so for example, Chaos had more Combat enchantments (As many as 5 per level), Nature
Suggestions for improving the FE Earth Magic Spell List. This includes 9 new tactical spells, 3 new city enchantment spells, and 1 new strategic spell. Level 1 - Apprentice Nature's Cloak (Strategic Enhancement) - target unit receives +5 defense vs fire, lighting (air) and cold (water) damage. Raise Land (Strategic) Lower Land (Strategic
[quote who="Vordrak" reply="78" id="2971641"]1. For example a spider themed book...[/quote] Spider Themed Spell Book - Excellent Idea - Discovered by Quest - 2 to 4 spells per level Primary Focus: Tactical Spells 17 Spells - 13 tactical, 2 strategic, 2 city enchantment, 1 Enchantment "In ages past there was a titan that was the master of all giant spiders. It is said that their exi
Re: Summoning The addition of tactical summoning is great. That said, I think that adding more tactical spells; such summoning and counter summoning spells would improve the variery of tactical combat and make it less predicatable. Examples of Counter Summoning Spells: Confuse (Enchantment Level 3) - Target unit; including summoned creatures, are 50% to lose turn due to becomes disorientation and confusion. Lasts for 1 turn per caster level. Dispel
[quote who="Kantok" reply="28" id="2970946"] enchant your land to make it harsher to invaders? Summoning haunted woods that make it harder for an enemy to travel through or force them to lose units/face the spirits of the woods (as an example)? [/quote] Good idea: Enchanting a group of forest tiles (3x3) to increase the movement cost or damage units moving through them. [quote] Heavenfall: I really think there's room for a lot more summons. They are ke
Nice document. I really like the research (such as wall of fire) and quest spells along with the books of death magic and life magic. The ability to cast summoning spells in tactical situations is nice. I would have liked to see a wider range of tactical spells and counter-spells. Wind Walk (aka Teleportation) is available to all sovereigns and allows a player to teleport a 500 point army of 10,000+ men. I would have liked to
1. Will Tactical Combat in FE have unit movement alternating based on initiative + random factor? 2. Will more highly trained units get a bonus to iniatiative? 3. Will army units have a chance to not receive orders? and thus not move? Example: 1-2 No Orders 8-10 - Can receive new orders Adjustments Closest Champion is 4+ tiles away = -2 (orders from Commanders farther away are likely to be obscured by combat) Veteran Units
If Tactical Combat in FE has movement alternating between units based on inititative + random factor I would like to see trained units get an initiative bonus. This would reflect the fact that trained units respond to commands faster than untrained units. Example: Untrained = +0 Bonus Veteran = +1 Initiative Bonus Expert = +2 Initiative Bonus Elite = +3 Initiative Bonus
When my capital city is threatened I simply teleport my 200pt+ or 400pt+ army back home. (PS: I never see the AI do this.) Though I apprecaite the tactical flexibility that teleportation offers, and use it freqently, it would be best if you could only teleport sovereigns, champions and summoned creatures This would; a. Increase the importance of recruiting champions and summoned creatures (that can be teleported) b. Force the player to garrison cities,
IMO a successful Stardock RPG should feature; 3rd Person Turn-Based Tactical Combat (aka TOEE or X-Com) based on Character Initiative + Random Factor Movement alternates between PCs and Creatures based on initiative Initiative is affected by dexterity, encumbrance, armor and weapon speed Characters can select from various actions: Change Weapons, Charge, Defend, Cast Spell, Knock Down, etc. IP = Elemental (incorporate an
Another problem is that none of the AI fractions research and build archery units. My winning strategy is: 1 Sovereign casting Spell Blast or that Earth Spell that reduces movement of targeted unit + 1 (or 2) champions (with magical bows) + 3 groups of Archers embark on a campaign of razing enemy cities. Attack - Capture - Raze City - Repeat = 100% success - and pretty boring as the opponent lacks the ranged attacks to counter it and their units die before they can
@the_spyder, I agree. 01. I have played BG, IWD, NWN1, NWN2, Witcher and TOEE. Of all these RPG's I enjoyed the tactical battles of TOEE the most. In a IGYG initiative based battles you have a wide range of tactical decisions that make each battle exciting and different. How you move, where you move, what weapon do you use, do you switch weapons, do you charge, do you use a powerstrike, do you heal a fallen comrade, whom do you attack and in what
In Elemental War of Magic only the Human player attempts to complete quests. What if the AI pursued quests too or the quests impacted the AI player in some way. Quest Example 01: A Lord asks for player to rescue his daughter, captured by followers of the [Trog] Sovereign for a forced marriage to the the [Trog] sovereign. If the human player declines this quest, or does not complete it within X turns; The [Trog] Sovereign gains a human
Just a note to say that I deeply appreciate the continuing efforts that Stardock has made to improve EWOM and the promise to give a free copy of FE to purchasers of EWOM. Most other companies would just cut their losses and run. That said, I still find EWOM to be boring. I find the game too predicatable, the AI is deeply flawed (and predicatable), magic is too limited, tactical battles are a cakewalk and the game lacks the excitement, backstory&
In battle enemy forces ignore my magic casting sovereign while chasing my army units about the map.
Age of Wonders "Races, as well as units not belonging to any specific race, such as dragons and giants, have a certain alignment, which can be good, neutral, or evil. According to their alignment and certain other factors, cities and independent units of one race can be friendly or hostile towards another race. This can manifest itself in different
Age of Wonders "Races, as well as units not belonging to any specific race, such as dragons and giants, have a certain alignment, which can be good, neutral, or evil. According to their alignment and certain other factors, cities and independent units of one race can be friendly or hostile towards another race. This can manifest itself in different ways; for example, an orc city is not likely to surrender to the elves, a
[quote who="Xiara" reply="38" id="2963918"] please for the love of god give the different races some flavor[/quote] Agreed. Nothing differentiates the races - not appearance, not cities, not spells, not backstory, not weapons or armor, not battle tactics and not conversations. Example: Wraith led armies could have the option to attack at night. This would reduce the range of all attacks (melee and magic) to 2 tiles. Example: Alterians could have the option to build ele
I agree, re-add in the old spells, and convert the old summoning spells to tactical summoning spells (where the summoned creatures vanish after the battle). I really miss the old imp that cast magic and the powerful summoned ice and fire elementals. The changes I would like to see in 1.4; in rank order, are: 01. AI will target enemy sovereign, in 1.3 the AI units chase combat units and champions while ignoring a spell casting sovereign, though the