As I understand it the AI is not supposed to cheat on challenging but I have many times seen enemy sovereigns with many paths and too many abilities for their level. Here is an example. [IMG]http://i46.tinypic.com/azf2j7.png[/IMG]
Sarudak
Enemy sovereigns seem to grab all kinds of traits they shouldn't have...
[quote who="Napean" reply="2" id="3232627"]Agreed, beta 5 is a gem. Game setup options are great, letting you pre-define the type of game you want to play. The pacing early game is great. At first I balked at 14 turns to build a pioneer...but then it really let me focus on wandering my soverign around. Also made that first, hard-earned settler more important (high replacement cost). Kudos on the whole effort so far. Will keep playing and hopefully
I would definitely use them both together! [e digicons]:thumbsup:[/e]
[quote who="Tuidjy" reply="25" id="3233261"]If you ask me, everyone but heroes should get more bonuses on level up. There should be different bonus templates, though. Beast/monster/dragon/warrior/archer/swashbuckler/whatever.[/quote] You mean like allowing each unit to have a 'path' some of which would be more powerful than others but would determine level up bonuses? That could be really cool. Then you could put a path on your trained units to deter
Is this compatible with stormworld? I would like very much to try both...
4 is a good point. it should be 5% cause we're pissy! ;)
[quote who="Glazunov1" reply="16" id="3232467"] This doesn't invalidate any criticisms you have, but I would suggest your arguments would be stronger if you play .098 for a while, first, using a wide range of setup options on a large map.[/quote] I would strongly disagree with that. Balancing discussions should focus on the default settings (excluding difficulty) otherwise it's relatively impossible to compare.
Do harder world difficulties also cause more monsters to spawn? If so that would make it significantly easier to climb the experience ladder because you have a larger base of weak monsters to kill before you have to face up to tougher monsters to continue gaining experience.
I don't understand how you could win the game with no cities at all. I play the game on challenging and can't imagine winning the game with only 2 heroes there. I think you need to explain your strategy a bit so we can understand what you're doing that's breaking the game.
That is intentional
Yeah wolves are basically glass cannons. Best to use your other units to tank and pull in your wolf for the finisher.
Chill out man. It's really not a pressing issue. If it bugs you that much wait until release to play.
[quote who="Derek Paxton" reply="15" id="3231709"] 4. Unit formations. Another feature request and I don't have a problem with it was originally speced in the design but there were some technical issue that kept us from doing it. In short we know that some player would love the micro it provided, most wouldnt use it, and it may actually be a little more frustrating for players that didn't want to hassle with it. If it was an easy thing, I'd probably still ad
This change log is looking really good! I have confidence that FE is going to be awesome. :)
I see all kinds of 'solutions' or 'modifications' possible to the minimum build time mechanic. The questions is why do we have such a powerful and yet obscure mechanic? What is the point of it? What is it supposed to accomplish?
Hehe... That was a joke. .98 isn't even out yet... ;)
Is this updated for .98 yet? ;)
[quote who="Trojasmic" reply="34" id="3231132"]For the record, I don't have any issue with 3-turn building minimums. And some of the resource improvements were being built too fast so I welcome the changes. [/quote] If they're being built too fast why not ya know increase the cost? Isn't that what the cost is there for? To determine how long it takes to build?? The three turn build minimum is somewhat crippling to strategy. When you a
What is the point of the three turn build cap anyway? It seems like it's intended to encourage city spam...
[quote who="seanw3" reply="131" id="3230237"] On another note, I will be posting the basics of my Path Progression Mod today.[/quote] Ooo! I'm looking forward to it!
[quote who="Heavenfall" reply="28" id="3228974"]Dead champion from elemental's past. Think Hosten.[/quote] So not the fourth hokage?? :(
[quote who="Heavenfall" reply="25" id="3228959"]Wide magic is either life or death. Grey magic is the total amount of spelltraits you have. If you have Fire2 and Earth3, you have Grey 5. In other words, high-level Grey summons are super-combos that unlock as a result of producing a "rainbow" hero (rainbow implying many different spelltraits). [/quote] Thanks for the response. I guessed that that might be what wide meant but grey had me totally stumped. <
In the current progress spreadsheet there are references to requirements like Wide 4 and Grey 14. What do those mean? Other than that this looks like a really awesome idea!
[quote who="seanw3" reply="42" id="3228121"] Am I the only one that is still skeptical? I will still be waiting for release on this one. I hope it turns out well though![/quote] No. I too am skeptical. But if it works out the payoff is big enough IMO that I supported it anyway.