What are you apologizing for? :P EDIT: Oh I see. Nevermind. I thought that thread was rather over the top.
Sarudak
[quote who="Fistalis" reply="18" id="3097539"] Quoting seanw3, reply 11 I know that my ability to mod makes me different than most users, but that is how I see it. Using notepad isn't THAT hard is it?[/quote] No but XML causes head pain in mere mortals...
[quote who="Pyrkaige" reply="4" id="3097478"]So far, most of the areas mentioned in the poll are getting better with each patch, which is great to see. One area that hasn't gotten a lot of attention: making the cities individually interesting, and overall joined as a culture. Having a lot of cities spammed all across the map, with even more area taken up by outposts, feels like a weak area of the game. As has been discussed elsewhere, individual cities should be give
We have random events? I've never seen one...
For the possesed mace I think you have it backwards of those who value their free will more.
You're using magic poorly if you don't find it useful. Spells like obscuring fog and guradian ward kick butt in archery battles. Focus + flame dart can help give your archers a leg up or cut through heavily armored troops. Flame pillar (strategic) can cripple or wipe out whole armies. Cloud walk gives you instant defense anywhere. Tremor can be used to stop raiding armies. Slow is great for taking out frighteningly powerful monsters. There's more.
This game keeps getting awesomer and awesomer.... EDIT: I'm guessing the urxen guy gets beastlord now instead of warlord?
Too bad there's no tech trading?
[quote who="Tasunke" reply="8" id="3095753"]I was under the impression that each tech in a tree grew slightly more expensive based upon how many techs you already had in the tree. I could easily be wrong though. -> if its truly only graphical ... then perhaps magical weapons should be in the Warfare tree (with a magic tech prereq)[/quote] That was in WoM
The #1 threat to america... Bears!
How does the AI handle choices in quests?
[quote who="LNQ" reply="10" id="3095703"] You can always have .100 after .99. Or .991. The numbers don't mean anything, except that 1.0 is the first release version.[/quote] Actually even that's not for sure. If you look at minecraft the betas went up to 1.8
They cost more than the guy who got the endless legion trait that decreases unit cost.
Awesome! Except. Given the version numbers it sounds like you're gonna be at 1.0 within a month. I think the game needs more polish time than that.
Choices are good. Getting to research 3 things at once and build three things at once means less choices. Less of a good thing is bad. Therefore I don't like this idea.
I want to make it clear that my idea is not for faction specific techs.
[quote who="Beric01" reply="7" id="3095043"]It seems you ignored an obvious option. What about making these "Starting" techs more powerful and expensive? They don't have to be first-tier, even. It gives a bit more imbalance, but would be a lot more fun to play. What if I have my advantage for at least 40-50 turns?[/quote] How is that not exactly my idea #1?
My suggestions on faction differentiation. We really need faction differentiation somehow. Units Techs I focused my suggestion on what I thought would be relatively easy to implement and give a lot of bang for your buck. While I don't of course have any idea what the code is actually like I think these could all be implemented through XML changes. Except mayb
[quote who="Gandhialf" reply="28" id="3095025"] So why not "shifting" the modifier: [1] - Modifier : Club, Spears, Staves (?), One handed Axes [2] No Modifier : Knives, Swords [3] - - Modifier : Heavy Blunt, 2 Handed Axes, All Magic staffs[/quote] Welcome to the thread and that's basically exactly what I'm suggesting.
Your champions would gain slightly more experience total by being grouped together but you would still have the penalties to the trained units which means that you would probably still get less total experience from each unit. I agree that part of the problem is the lack of options to gain experience. We really went from feast to famine and while both are detrimental famine is considerably less pleasant.
Those would work too. The key point is that the current starting tech system adds just a hairs breadth above nothing to game and needs to be reconsidered. My ideas might cause balance issues (especially the first) but at least they would be fun and characterful.
[quote who="Frogboy" reply="26" id="3094968"] Screen dirt = 1. [/quote] I really don't understand what you're saying. [quote who="Frogboy" reply="26" id="3094968"] We actually call them "fatigue points" in UI design. [/quote] Good to know. [quote who="Frogboy" reply="26" id="3094968"] The typical weapon in FE has no initiative modifier. [/quote] You say that but I don't believe it. Now I'm
In what world is chain mail better than plate against any weapon much less piercing?
I have noticed units with 0 health and still showing full units. But I have also been able to kill whole armies with pillar of fire. It's buggy.
I have been able to kill off whole armies with them I think they're just buggy. Pillar of fire in particular is OP right now. I can easily wipe out whole armies with a few casts. Or just one cast changes a battle completely in my favor.