The wait time for sieges should be reduced by the presence of siege engines. The more siege engine units you bring to battle the shorter the wait time. Earth spells that weaken or destroy city walls could reduce the wait time. Example: Attack Fortress city with No siege engines = Wait 5 turns Attack Fortress city with 1 siege engine = Wait 3 turns (5 combat units + 1 siege engine unit) Attack Fortress city with 2 siege engines = Wait 1 turn
Edwin99
[quote who="DsRaider" reply="20" id="3016836"]I support a waiting time for armies attacking fortified cities. It would allow you to tie up blobs and strike around them. [/quote] This would make researching Fortress even more important. Not just a 25% bonus to defender's strength. Attack Fortress city with Seige Engines = immediate attack Attack Fortress city without Seige Engines = attacking army waits 1 turn per city level
The question in my mind is: What is the counter to a Steamroller? Perhaps withdraw all of your units in one city? Sneak around the enemy to attack the cities in his rear and raze them (my favorite strategy is 1) conquer, 2) raze, 3) move on to next city and repeat) Take peasants out of production and use them to fortify your cities? Recruit like crazy in your home city? Magic Buffs cast on your units while you are awaiting its a
Flavor Background: In WOM all the diplomacy appears to rake place in the same castle. It would add to the game's flavor if the diplomacy background for some of the sovereigns was different. Perhaps the Tarthans have a meeting room of logs while the Wraiths one with iron maidens in the background.
Will the flavor text of diplomacy exchanges be affected by race? Example of the more polite Kingdom diplomacy text vs the brutish Empire text. Mancer Sovereign: Will your Kingdom with us in an alliance against the Wraith? Altairs: I accept your proposal. ----------------------------------------------------------- Trog: Join us to plunder the empire of the Mancers. Uxen: Yes, let us crush the Mancers and enslav
1. Some intelligent monsters attack only the weak; Wolves and bears will not attack an army of men; however, they will attack lone champions or sovereigns. Bandits will only attack if they outnumber the defenders - while 20 bandits may attack 10 defenders; however, they will not attack 100 defenders. 2. Dumb monsters attack anything they see; Rock Spiders of Intelligence 1 - attack anything
Together the backstory flavor text for sovereigns, champions and creatures, the race specific name generator and the addition of racial specific traits moves this game from the B league to the A League. Great work, Stardock.
[quote who="Frogboy" reply="45" id="3013724"]I'll be writing up a lengthy AI XML piece soon. It's pretty boring and frankly, I don't want to give away too much but it is important to us that each faction play differently. [/quote] Thanks for the update and looking forward to it. FYI: A WWII game selected the AI for each AI player randomly at game start and the AI made its objectives, research, diplomacy and production based on this strate
AI Question - will the XML AI allow one to write the general strategy for a specific fraction's AI strategy and support linked research, production, diplomacy anbd soveriegn trait selection strategies? Example: Mancers - Fewer Larger Cities with Diplomacy Strategy 1, Production Strategy 2, Research Stragegy 3, Champion Level Up Priorities 4 (i.e. Magic Focused traits) and Conquest Strategy 7 (Capture Cities) Trogs - Lost of Cities with Diplomacy Stra
Thanks for the AI XML
Suggestion: Edit the list and group them by Book of Magic; i.e. Air, Death, Earth, Fire, Life, Water. That said, I like the Ambush (Earth) and Pathfinding (Earth) spells as their effects seem most appropiate and are not duplicated by other spells.
Instead of a trait for stealing a resource, why not a trait that allows a stationed diplomat to steal the plans that reveal the garrisons in all cities? The chance to succeed would be based on "dexterity" & "charisma." My thinking is that the diplomat needs charisma to find out where the information is kept and dexerity to sneak past the gaurds and pick the locks to get a look at it. The penalty for failure would be a po-up text box of a message informing you&n
Perhaps, you can't engage in diplomacy or trade with another fraction unless you have an embassy in with that fraction. No Embassy = Minimal Trade Agreements, No Defense Pacts, No Alliances. Embassy = Enhanced Trade Agreements, Opportunity for Defense Pacts, Alliances, Marriages, etc. That's a good reason to accept an ambassador from another fraction. If you accept an ambassador from fraction A then you automatically have the right to see send an Ambass
I agree, LOS restrictions and having AOE spells affect both enemy and friendly units would greatly improve Tactical Battles. Example: I should not be able to target a unit that one of my units can't see. Trees should block LOS. Walls should block LOS. Distance should affect LOS - i.e. you can't see a unit if its 12+ tiles distant Example: I should be able to cast spell blast (AOE) on friendly unit surrounded by six enemy units. The damage to the friendly unit is o
Interesting
Diplomacy > Espionage Tech Branches Branch One - Cartography Investment in this branch reveals the location of major cities throughout the lands for fractions you have encountered Cartography 1 - You can see the location of all cities of size 3+ for a selected race/fraction that you have encountered Cartography 2 - You can see the location of all cities of size 3+ for an addtional selected race/fraction you have encountered<
Empire is evil, so let this evil show through with more Evil research spells. These are spells that can be researched by the player if they meet the requirements. Note: The new researchable death spells have a minimum Intelliegence level to research. This means that it takes someone of high intelligence to discover the secret of raising a skeleton army (Level 5: Skeleton Army, Int 15) or turning workers into worker drones (Level 4: Zombie Workers, Int 14). Note:
Speaking of Warbands - why not a champion or a band of champions you can hire for X months/years. At the end of the period they demand a percentage of your wealth. If you pay, they remain under your employ for another x months/years. If you don't pay they leave your service, taking with them any weapons and armor that you equipped them with to seek service with another fraction. Each time their service expires their demands increase. Example: Anto the Warrior for 100 GP,
Great news about the new monsters in FE. In WOM the paucity of different monsters types made combat too predictable (and boring). Hopefully, some of the new monsters in FE will bring with them new combat tactics that challenge the player with; number (think horde), ranged attacks, a rapid charge, magic, flying attacks or an ability to quickly move about the battlefield.
I would like to see the designers add a selection of tactical fire elemental summoning spells to the Book of Fire Note: Though fire elementals are immune to fire magic they suffer double damage from water magic spells. Note: These summoned fire elementals remain on the battle field for 1 turn per caster level Level 3 - Summon Fire Imps (tactical) - small creatures, similar to darklings but of the fire plane. These uncontrollable monsters 
Agreed, I too would like to see spells or spell books that are unique to a specific race/fraction. Example: From game start the Tarthans could have access to a Book of Nature while Wraiths may have access to a Book of Necromancy. Other races could access these spells but they would have to research: Expert Spell Books and then Research the specific Book.
100 fractions in 2 weeks at 16 hours per day= 2.24 hours per fraction. In my opinion, 2.24 hours is not enough time to develop a unique and playtested fraction that improves the game experience. I would rather see you spend those two weeks focused on the development of a single fraction with unique weapons, spells, backstory, AI, army units, champions, quests, etc.
I would like to see Champion only tactical battle options - No armies, just the sovereign, champions and single man guards. This would open up the opportunity to develop unique quests and encounters; Sovereign explores a cave with his two champions Sovereign explores a castle with his three champions Sovereign alone enters an ancient tomb with 3 men at arms at his side. No more exploring a castle with 5,000 troops at your side.
I favor 6 to 8 well thought out and developed fractions than a mish-mash of 28+ cookie cutter major fractions with no personality using the same AI routines.
[quote]In Fallen Enchantress, the monsters won’t enter your territory voluntarily. So if you stay within your borders, you’re safe.[/quote] Name: Animal Rage Book: ? Type: Strategic Effect: Causes targeted wilderness monster to attack the nearest town, unless the monster resists magic Note 1: Affects only monsters. Does not affect sovereigns, champions, army units or summoned monsters. Note 2: Spell strength is based on caster level.