[quote who="seanw3" reply="20" id="3088972"]There are descriptions of each race in the Hiergamemnon. [/quote] The Hiergamemnon is not accessible from this dialog. So I'd have to make my selection here and then uselessly check the Hiergamemnon to figure out if I'd just paid off the weakest player in the game or declared war on the strongest. Not everyone has a photographic memory or wants to use that memory to bone up on the statistics of every random factio
sweatyboatman
[quote who="Bellack" reply="13" id="3088890"]Just make this an option so that we can turn off if we don't want it. I for one like to be suprised[/quote] My problem isn't so much the surprise element (though I don't much like that either), it's the "who the f-ck are you" element. There's just not enough information on the screen to inform me who this person is. The only information is the picture of the person and th
[quote]I could avoid this war but realistically, the Trogs are never going to be friendly. They’re the Mongols of Elemental. Better to deal with them now than later.[/quote] Sure, you know this because this game has been your life for the last few months (years?). Not everyone is going to spend their every waking hour learning the intricacies of the various races and factions. It would be nice to have a little adviser whispering in my
no word on whether Lord Xia gets his pony.
@childofdark I like that idea! I would go a little further than you and suggest that a beast could come to inhabit your city and slowly over multiple turns reduce it to rubble (while the monster itself becomes increasingly powerful). That opens the door for so many awesome dynamics. For example, if you liberate a city from one of these beasts, you can take over control of that city even if it wasn't yours to begin with. Or a city becoming a hive which
[quote]So why is a open initiative system not a good idea? Because it tends to be an extreme system, meaning even a small difference in initiative leads to huge differences in amount of turns taken.[/quote] Have you played tactical battles in WoM? I would never advocate for a return to closed turns. Having said that, I agree that initiative is OP in FE. But everything is OP and there are ways to limit initiative advantage so that the size of the difference be
[quote who="Creslin321" reply="32" id="3075311"]In Chess, you have a turn, you can decide whatever unit to move in that turn that you want. Giving you lots of strategic options.[/quote] OK. But this is a new objection, quite different from the one in your post and to which I was replying. Yes, chess and FE are not exactly the same. I understand that theoretically, you might end up waiting a long time between the moves for one particular piece. but while you&#
[quote who="Sythion" reply="27" id="3075198"]In chess you don't get to choose to have only queens.[/quote] So you're going to round up 20 heroes? More power to you! I'm pretty sure that stack should be absolutely epic and should not be simply countered by a comparable stack of 20 mundane units. [quote who="Creslin321" reply="28" id="3075204"]First, in both Chess and Stratego, you only move ONE PIECE A TURN.[/quote] I'm pretty sure that's
[quote who="Sethai" reply="23" id="3075133"]Are we even sure the game can display units bigger than the current maximum, without a serious art revision?[/quote] Nope. We're not. There could be some technical reason why FE can only support ~18 units on the screen at the same time. That would seem to me to be an enormous flaw in their game engine, but it's certainly possible.
[quote who="Sythion" reply="19" id="3074499"]While champions are "supposed to be awesome" is a point I agree with, I don't think they are supposed to be so awesome there's no point in even building units. That's how they currently are, and would remain even with a troop limit increase.[/quote] In chess the queen is the most powerful, but she's not all powerful. The pawns are the weakest, but they are often pivotal in determining victory or loss. [quote wh
[quote who="Frogboy" reply="15" id="3074623"]Derek has told me that anything that makes a tactical battle take more than 3 minutes to finish is a bad thing and I have come to agree with that.[/quote] So anything that threatens to make them actually tactical . Sigh, so much for my suggestion of large stacks for epic tactical battles. [e digicons]X([/e] [e digicons]:waaaa:[/e] [e digicons]:waaaa:[/e]
I see, you're thinking rock-paper-scissors, kinda like the RTS Age of Mythology. The problem with a rock-paper-scissors approach is that it makes all the units basically equivalent. Which is good for balance, but I really don't think that is a good mechanism for a game like FE. The champions are supposed to be awesome, I personally think they are the heart and soul of the game.
well, obviously I think it's quite an elegant solution. You seem to be missing the point. Heroes are only interesting as heroes if they are significantly better than regular units. Nerfing heroes in the name of balance will effectively make the game less fun. It may be elegant, but the end result sucks. We agree on this though: [quote who="Sythion" reply="13" id="3074349"]champions aren't meant to be soldiers single handedly fighting off entire
Of course there are going to be balance implications if you double or triple the number of units in tactical battle. But there are numerous balance issues already. Starting with the balance issue I think this addresses: that heroes are OP and that the optimum stack is all heroes and no mundane units. In fact, this balance issue is so great that it's hard for us to test any other balance issues (for example, archers are too effective against decently armored units). And
Part of the reason that heroes are so OP is that they can do massive amounts of damage. And I think that is awesome. Heroes should do massive damage (Someone keeps posting that animated gif of Sauron smashing people into next tuesday, please feel free to do so in reply to this post as well). Because the stack is so limited, any unit that isn't a hero is wasting space in the stack. In fact, I think this is one reason why the beginning of the game is so good.
this sort of thing makes me really hate the troop limit.
[quote who="Drakohan" reply="50" id="3073299"]Give random events and the real world searched libraries than can only occur when certain conditions are met that allow the use of unique technologies.[/quote] I really like this idea! I'd tack it onto my idea of research branches with unlockable leaf nodes. For example, you could have a tech tree that starts with "Weaponry" and contains branches like "Magical Weaponry" and "Heavy Weaponry". Each node on th
Demon horn is known throughout the realm as an excellent aphrodisiac. [e digicons]:moo:[/e]
there is a building that gives a % chance that heroes stationed inside the city will gain experience. I don't think that's a particularly good idea, but it does suggest it's theoretically possible to level up your hero without fighting
[quote who="Derek Paxton" reply="4" id="3072547"]People are in the beta to give feedback, so I'm glad to receive it.[/quote] Love to hear this. [e digicons]:thumbsup:[/e] [quote who="CdrRogdan" reply="5" id="3072557"]Losing a level (or a big chunk of experience) makes more sense the majority of injuries. Near death experience can fuck with your mind..[/quote] I disagree. The experience grind is a chore and robbing players of experience
First, the AI is just not good enough. So steamrolling the enemy is pretty much par for the course. Second, there's some balance issues here. It's currently much too easy to build up a half-dozen incredibly powerful mages and spam nuke-spells in battle after battle. I'm a proponent of being able to do overwhelming magic, but I am a little disappointed at how commonplace that ability is in the current game. I think the tweak where experience will be
I think the OP's point is very valid. Powerful champions are fun! They may be OP, but it just feels good to unleash magical hell on the unsuspecting hordes. One of the problems with WoM is that they tried really hard to balance that game and ended up squeezing out all the interesting aspects of the game. Creslin321's right to say that regular units take a lot of time to develop and heroes are much easier to make strong. Part of this is the currently rid
I've seen this happen in my games, but the outpost was put down before the borders of your city expanded. The real bug is why did the AI put an outpost there at all?
8 - a crappy AI is obscuring the gameplay mechanics (since every strategy is equally successful) 13 - I like building up the cities, but there's basically no reason not to build every possible building and the level-up special buildings don't do enough to make cities unique. X - make the tech tree interesting.
hmmm, i don't know. I turned off edge scrolling and have it full-screen on one of my screens. thats just how it has always worked for me