Tactical Battle Question - Why does an AI with Archers facing an opponent without archers or an offensive casting magic casting champion rush to close with the enemy? As a human player I would wait for the opponent so as to maximize the archer dealt damage before melee combat is entered. Can I assume that some Sovereign AI's are smart and will not do this? AI Strategy Question - Does any of the AIs follow the conquer, plunder, raze strategy; Conquer a city, heal units, t
Edwin99
Throwing knives by nature have a short range. To extend the range beyond three would not be realistic.
Chariots (aka Dune Buggies) in battle would be cool.
Would adding more tactical combat commands - like the defend command to an active combat units command choices - improve tactical battles? Example: Equipped with Spear & Experience +1 = Set Spears = +200% defense vs Mounted Units (soldiers plant spears in the ground) Equipped with Spear & Shield & Experience +2 = Phalanx Advance = -1 to movement, +100% to defense to frontal attacks (a slowly advanci
Tactical combat is much improved over WOM; however, it could be improved further. As stated; allow units to select additional combat actions (beyond defend) when leveling up. Give a bonus to flanking attacks to the rear flanks. Make the maps more interesting with bonuses/penalties based on tiles. The iniatiative system is good but I would consider refining it to let champions and sovereigns impact the iniatiative of units close to them.
2, 5, 3 2: Assign tactical combat option traits (Withdraw, Volley Fire, etc.) to units when they level up 5: Monsters with unique attacks that require new strategies to defeat them. 3: More spells to research and/or traits that unlock spells
Death Watch - for metail armored (chain or plate) forces of the Wraith Death Riders - for mounted forces of the Wraith Death Wall - Wraith Spearmen armed with shields and skilled with the Shield Wall Trait and Spear Wall combat option (i.e. Move -1 gives them +50% defense as they advance upon the enemy as an unbreakable wall of spears) Black Rain - for Wraith Archers who rain poisoned arrows upon their targets M
I agree, Powerful champions are fun. What's needed is as BeadyDan suggested is giving combat units that level up combat skills traits. Your archer unit gains a level and you can choose from one of several randomly selected combat skills traits such as for Archer Units: - Volley Fire, Careful Aim, Target Mounts, etc. This would give each combat unit more tactical options during battle and make battle more interesting (if the AI knows how to use these traits).</p
Though it will not be in FE, I like MagMagnus's idea for picking spells - deal a random hand and let the player pick the spell(s) to add to their spell book. That said, you could add this to the traits system with traits that give access to specific a spell or it could be added to a magic research branch with every advancement allowing the player to add one of 2 to 4 randomly selected spells to their spell book. (Low intelligence you get to choose from 2 spells, high int
Can a city's improvement affect the tactical map used when the city is attacked? I.e. can you mod the XML to use a specific tactical map that is based an a building improvement in the defending city? Example: A city can build: Canals OR Lava Field OR Forest Hedge OR Flood Plains OR Cornfields Canals (if city is next to a river or sea tile) = tactical battlemap with waterways and bridges that channels the movement options of attackers,
I would like to see 3 more water spells: 1. Flood (tactical) - 25% of unoccupied non-hill battlefield tiles are covered by water that is impassible to units in chain or platemail. 2. Greater Flood (tactical) - 50% of unoccupied non-hill battlefield tiles are covered by water. 3. Downpour (tactical) - Visibility and attack range for all units is reduced to 2 tiles.
Suggestion: A chance (10% + 5% per free-agent champion level) for a free-agent champion that you slay escaping to join a randomly selected enemy fraction (50%) or another similarly aligned free-agent champion (50%) - with a randomly selected pithy saying appearing - "You have not heard the last of Refred the Brave." or "I shall be back." PS: The escaping champion also gains a level. Suggestion: Give some (not all) the en
I like the guild idea, its well thought out, detailed and different from other ideas presented. I agree with the other posters that city building as it is needs to be improved. Now I can afford to build everything for every city and every city looks alike. In the LOTR and SW movies each city had a unique look. Perhaps a city could build improvements linked to Earth OR Fire OR Water or AIR A sovereign with access to Earth Magic could have an op
I am really liking this game. Where as WOM was boring, FE draws you in from the very start. With the greater amount of quests, treasures and monsters it really feels a fantasy game. A few comments: Don't nerf the Maul its a great tool and fun to use, if you find a weapon enchanted with it. And its just as good when monsters have it. I would like to see more quests, monsters with unusual attacks and more spells and more spell books tha
I would like to see more magic in FE. 01. Expand the magic tech tree with more branches Research to unlock more books which in turn unlock traits that allow you to advance in this book Magic Specific Buildings such as a Tower of High Sorcery that give a bonus to reseaching magic; but no bonus to civilization or war research Add a book of magic that requires crystals to cast. Cast a spell and it shatters a crystal in addition to using magic
1. Keep the civilization tech tree 2. Agreed, that the civilization tech tree needs more branches to give players more choices as does the magic tree - i.e. branches to more books of magic. Research and unlock a book, further advancement is based on applying traits to advance in that book. 3. Like Wintersong's idea of tech tree specific buildings - War Academy that gives bonus to war research and Science Academy that gives bonus to non-economic civilization
In tactical battles the AI tends to ignore the sovereign, even if sovereign has defense of ZERO. If the AI unit is adjacent to 1 human controlled spearmen unit and human sovereign, it will attack the human controlled units before attacking the sovereign....i.e. AI attacks spearmen, sovereign heals spearmen, AI attacks spearmen, sovereign heals spearmen...... Perhaps, some logic to have the AI attack the sovereign, if the sovereign is within range and the atta
I like the single production queue as it forces you to make choices.
I would like to see the spell range extended with new traits that give access to a specific spell or a new book outside the standard magic books. These traits would be limited to those champions and sovereigns that have already selected the mage trait.
First, whereas WOM was a 4 or 5 (nice game, but boring), FE is much improved and and has the potential to be a 7 or 8. 1. Opening game is more exciting with monster lairs, recruitable or slayable champions and a wider varierty of treasures and quests to find. 2. I really like the technology progression, the slow pace means that a player's choice has a real impact on game play. Do I choose to research 3 or 4 fast reasearch technologies or 1 powerful but time
Aside from the beta CTDs and freezeups, a much more enjoyable experience than WOM. The treasures are better, the quests more interesting and the tactical battles much improved.
Issue 01: New units appear outside of the city. In may case each time I train a unit they are killed by the monsters that await outside the city.
each player in FE has its own strategy. We’ll be talking a lot about how to make it so Altar plays differently than Pariden in a way that players will easily observe. If armies end up similar on all sides, we did something wrong and will have to work at it. Great news, my biggest fear about FE was each AI using the same AI routines and following the same strategies; ala WOM. Many thanks for working to make each fraction play differently.
Great, a really big improvement over EWOM. Congrats.
Cool: "And according to the map [I’m not sure if we should get to see this], Xander is training Archers." The AI never trained archers or Worg Riders in EWOM.