Tormodino

Tormodino

Joined Member # 2627055
1 Posts 35 Replies 158 Reputation

I think LE is taking steps in the right direction, and I look forward to future changes. As it stands, I agree that it feels unpolished. The road building is something which can be balanced into a really cool racial trait.

13 Replies 21,353 Views

[quote who="ben_sphynx" reply="75" id="3338133"] I've now had more of a think about it. When monsters capture a city, make an event of it. Each turn, the monsters do something. Maybe produce another of themselves. Maybe burn down a building. Maybe kill population. Maybe send out another war party. Maybe convert some population into units that will fight for the monsters (undead!, bandits!). This should continue until a suitably legendary hero brings

132 Replies 431,667 Views

Personally, I think simultaneous combat is a superior model, and a lot of turn-based combat balancing problems stem from the alpha strike being too powerful. I think, as a rule, all regular units should be able to counterattack. Perhaps not at full strength, but being "locked in combat" should be a thing. I feel dishing out extreme amounts of alpha strike damage is the job of an assassin or a mage. And powerful mosnters , of course.

14 Replies 68,934 Views

"It seems to me that the combat model is broken. Tactical battles are way less fun than they should be, and often become walkovers very early in the game. There is no 'balance' between different units, and often the inferior troops will not just lose, they will melt without doing a single hit on the superior side." I agree. Combat is very seldom interesting. It mostly either easy-peasy or utterly impossible. "2. Limit damage by one weapon to one guy. As abo

14 Replies 68,934 Views

I was away for a while so I just wanted to say that I appreciate the feedback These are just some thoughts about heroes and their place in the game as the scale of armies and difficulty of encounters increase. I do not know how hard it would be to add a unit of troops stats to a commanders stats and calculate combat and status effects, but this is obviously not the only way to do it. Heroes could add to units simply by being next to them, as they do when they attack, and units co

16 Replies 22,425 Views

This is probably a very difficult proposition, but a few things lead me to suggest this. Heroes, as single model units, have sub-par HP and damage output compared to multi-model units. Heroes leading units would open up a lot of interesting mechanics through their variety of added skills and would enhance combat in many different ways. It would increase the feeling of growing in power and numbers without having to boost the heroes to the previous l

16 Replies 22,425 Views

I think FE will succeed. The leap in quality made from the first beta to the current one indicates that there is a vision and a drive for this game to become far more than WoM ever was. But while I am sure there will be a lot of content added and faction and location differentiations made, I think the general fear is that FE will be bland. This may be all wrong, since we don't know what will get added in future updates, but I worry about that aspect most of all. The longev

45 Replies 19,957 Views

[quote who="pslblog" reply="45" id="3083407"]Keep in mind that at high taxes you have the perverse incentive subsidizing tax fraud, smuggling, and rebellion. One interesting study shows that over the last century, tax rates have fluctuated wildly, but tax revenues have stayed firmly tethered to 20% of Gross Domestic Product. Prohibition of alcohol subsidized a lot of criminal activity, and in fact underwrote the institutionalization of organized crime in America. High taxes subsidize unlawful

59 Replies 152,282 Views

Now I am completely lost... Where does the slaughter of thousands of Jews by the German army factor in? Are they rebels or drudges? And what does that even mean in that context? And where does the US war crimes in Nicaragua come in? I thought this was about differentiating between totally oppressed populations in Empires and slightly less oppressed populations in Kingdoms.

59 Replies 152,282 Views

There is a difference between the state of drudgery and the act of rebellion. They are not the same, and do not describe the same thing. Your real life experiences sound interesting though, and could inspire a modification to the population system(if the modding-tools allow it) or perhaps a story driven scenario.

59 Replies 152,282 Views

Oh... I thought you wanted some interesting population mechanics. If it bothers you, I am sure you can mod it out fairly easily. And applying modern day experiences to FE, when the game doesn't even attempt to model any form of psychology, is really crushing the fourth wall.

59 Replies 152,282 Views

I think you will find that drudgery is universal. Calling your state a kingdom does not change that fact :D It's an interesting distinction to make simply for the sake of lore, though. Some kind of fleshing out of the population system, without overcomplicating it, would be good.

59 Replies 152,282 Views

That is true when you get to the very late game, Crux, but we are mainly talking about heroes breaking the game early so that, in a theoretical situation where you are actually challenged by your opponent, he/she/it is so far behind that it won't matter. I am not saying that the military isn't useful. It is just that the heroes are so much more useful from the get go.

146 Replies 70,293 Views

Maul is crazy. It should be limited to a second attack, or even just add a negative modifier to the opponents next attack or defence, or something like that. There is too much damage flying around from too many crazy abilities. I do enjoy having it, though :D

18 Replies 11,160 Views

My life hero summon was named Jesus and was so strong that he could probably have soloed every single character and monster on the entire map in one single battle. It was very non-New Testament, but awesome to imagine him as a crusading battle-god floating over the battlefield, while laying waste to huge armies and cities. He had everything. Good times, but horrible AI and broken abilities. It's still the best, but in the long run I don't think that kind of excess would benefi

146 Replies 70,293 Views

I feel that hero classes are very much in the game already. It is you who wish to economise the system by classifying the heroes into specific roles :D Just saying. That being said, getting traits from actions would be awesome and balancing so that you don't simply pick Path Of the Warrior for the excellent close-combat boost would certainly not be a bad thing.

3 Replies 5,443 Views

I think it's wort it to look at equipment before starting something massive related to levels and xp. The single biggest factor in making my heroes godlike are their axes and shields and armor pieces. They are all so tanky and do so much damage. When I look at their stats when they are equipped with normal, tech-tree, gear, they are much more down to earth. Particularly heroes like Relias and Verga are sent over the top by good gear since they already start with a pretty h

146 Replies 70,293 Views

I get attacked quite a bit, and beasts are fairly powerful. The AI might be quite dumb, but it is the balance that is the issue. The AI is not able to farm as intelligently as a human player, and with the rewards for farming being god-tier heroes, that is the problem right there. Tuning and balancing is required. I do agree. But it is kind of the point of a beta to point these things out and not let it get explained away as simply a matter of fine-tuning. As it stands, th

40 Replies 19,453 Views
Reply to Trait probelms in FE Beta

Having it named Evoker III tells you that you have the third level of the skill, and hovering over it gives the description of what that skill does. Why obfuscate things?

13 Replies 8,562 Views

The downside is that you can't mass produce heroes, but this is still a limited downside, since hero stacks can steamroll the AI even if you have no cities. The support network, so to speak, required to make many and effective stacks of military units is disproportionately large compared to what is required to Effectively the ratio is 0 upkeep costs for heroes after initial cost of hiring heroes, and as many cities as you can possibly get for the military. I think

40 Replies 19,453 Views

[quote who="Heavenfall" reply="9" id="3059889"]What I'm seeing is that melee champions gather in power a lot faster than you can research and train units in cities. They are very strong in the early- and mid-game. I think you guys are underestimating the strength of magic - in particular, the offensive skills of empire Death magic is very valuable at even the lowest levels in the game. But they still use mana, and it does run out sooner rather than later. A melee champion never runs out o

40 Replies 19,453 Views