> anyway, how do i upload my save? Use any file hosting site. A free one is Dropbox. Dropbox will just look like a regular folder once you have it active. Put in your Public area of dropbox, rightclick file and select from the context menu Dropbox>Copy Public URL, then create a post with that URL. > and how do i move it to support forum It should be an option somewhere on your original post, but if not don't worry abou
smakemupagus
[quote who="Lord Xia" reply="19" id="3073388"]I don't really enjoy many strategy games that are all scenarios. I prefer sandbox. [/quote] Yeah, it may not be the game for you then. In Heroes series that is the way that they've balanced the lite-RPG aspects along side the strategy part of the game. As your heroes get more powerful they move on to another zone in the campaign that's been crafted for heroes of that level. (or to another reg
[quote who="Lord Xia" reply="16" id="3073336"]Is HOMM sandbox? I thought it was scenarios? If so, I might have to actually play it. [/quote] Some of the iterations of HoMM have a sandbox mode (v.5 for example) but you're right that it's really designed and balanced around the scenarios.
[quote who="Lord Cobol" reply="28" id="3073352"] random late-game crisis like devastating meteor strike or invasion by Cylons or something. Something like the Mongol invasion is Medieval Total War 1.[/quote] Did you play M:TW2 too? The random late game challenges escalated, first you had these crazy missions from the pope like "drive the heathens from Acre" or "betray all your allies and capture Florence for no particular reason". Then the Mongols. Th
Research trees are cool and I don't think they should be axed at this point. *These* research trees specifically might need some love. There are some good ideas in this thread. Fundamentally make sure there might be some reason to take a different path from one game to the next. That there would ever be a case where you might look at the game state and say, I really need or could exploit technology X and it would be worth the tradeoff to get it ASAP.  
i'd rather see other types of army compositions encouraged rather than the hero-stack purely disallowed * make regular units more interesting (not necessarily stronger, but more varied, have tactical abilities and work together better) * make a Generalship tree so that you can groom heroes to be a commander like you say * Nerf especially teleport , but maybe also raise land, lower land, etc., so that it's harder for any one stack to be a large empire&
I'm not a MoM vet but it sounds similar to the Age of Wonders system (both the main wizard and each hero could channel up to 10xChanneling per day). By the end of a map you might have 50 on your wizard and 20 or 30 per hero, plenty of points to cast around. You could still run out of mana globally too, so there was tactical and strategic cap. Anyway, that was a good system. I didn't immediately want to write off the E:FE system just for being different
[quote who="Vaul_Darkhour" reply="5" id="3072979"] have you heard of the game Warlords (and its sequels)? In its own way a very simplistic game BUT very fun game. [/quote] Is that the same series as "Warlords: Battlecry III"? I have that on Impulse and like it because it runs on my netbook, but I never really got too into it. The game that E:FE reminds me of that is one of my all time favorites is Age of Wonders. Yeah I am on board with what
[quote who="ElanaAhova" reply="34" id="3072264"]What? The same old discussion about teleport is now going on with cloudwalk. Deja vu. I don't use it much, but leaving it in is an option for some players to use. If a player does not want to use it, then don't. Simple. Leave it in for those who want to use it. Or make it an option at game set up, with a check box to opt in or out. [/quote] One problem about leaving it i
[quote who="Vaul_Darkhour" reply="3" id="3072603"] Sorry I might be reading you wrong, could you expand on that?[/quote] I don't know, I take it we just disagree. If you would enjoy it as a tactical game then I don't really want to try to talk you out of it. But to be more explicit, The combat is pretty shallow, compared to anything I would consider a wargame. There's no benefit to maneuver, no shock or morale, very limited ways that un
Yeah, any kind of attrition would make some kind of strategic logistics and production capacity come into play. > [quoting cattess] Champions don't die, they are never without great weapons and armor, they don't get sent back to cities if they die in a battle but their stack wins,...all with the goal of making the champions someone that players get atttached too and never have to suffer without > Just speaking for myself, i don&#
Were you the civ whose capital is named "Imperium"? or is that not related. Anyway if possible you should upload your save and move the post to Support forum which is where they are looking most for bugs.
[quote]Could FE be a successful magic wargame/rpg if you just played it as such? [/quote] No, because it's combat and quests, while a fun twist in 4X-TBS genre, are shallow compared to a wargame or rpg
[quote who="Sethai" reply="21" id="3072546"] But why are cavalry like that in reality? Is it because cavalry wear certain armour that is more vulnerable to piercing? And if that's the case, then doesn't this approach fall apart once I give my cavalry armour that is good against piercing? [/quote] i believe it's a combination of bracing spears against the ground to face frontal charge negate the riders' momentum, and horses being unwilling to throw
2 .Making regular units more useful. AND 3 .Improve/Refine magic system. &
[.77][ bug ] Disappearing city
Passive champions could use a boost vs everything.
Looks like Sauron has +10 initiative and Maul. Good thing Isildur and Gilgalad brought more than 7 groups of 9 troops :) oh forgot to even reply to the post. Yes, make troops more interesting/useful would be nice. I'd be fine with the abilities being tied to equipment rather than leveling up, since that is doable without big system changes.
i like the graphics. maybe with the exception of the monochrome purpleness of fallen terrains.
[quote who="LordRikerQ" reply="44" id="3071157"] The problem with this is it goes against the entire design of the game. Elemental isnt suppose to be some cheap Heroes of Might and Magic clone, its suppose to be a Strategy game combined with a Role Playing game not unlike Skyrim, it was designed from the beginning to have Adventuring heroes not Silent Generals whom only can only offer bonuses and support to armies. [/quote] That's an interesting comment.
I think they can find a way to make them still quick but introduce some tactics. within the current framework.
[quote who="Desperatli" reply="6" id="3071147"]Well I actually prefer to make my pioneers pretty tough so they can go off into fogged areas and hunt good spots to settle, as my main forces are normally clearing monster lairs, or doing quests and can't be bothered escorting missions for the basically helpless basic pioneer.[/quote] I think most of the time you would be better off training one spearman and one weak pioneer seperately. Still, I'll grant that there are times
[quote who="Desperatli" reply="2" id="3071085"]Ah I see...I didn't think you could edit the base ones. Thank you for telling me. I played WoM a lot and always made my own design for pioneers there. As a rule I don't play around too much with existing designs for fear of messing up my game. [/quote] I guess to save cost you also want to make your custom ones Weak, Conscript, and train them as the smallest group size; although it bugs me a little bit to do so on principle.
Yeah, cloudwalk is pretty fubar in current implementation. It's like as a community we're eternally doomed to repeat these same issues with teleport, with some other examples being AOW (teleport was crazy too powerful, even though iirc it was less powerful and cheap than this) and HoMM3 (imbalances magic in favor of specific technology paths). About the best thing I can say about cloadwalk is that the AI doesn't know how to use it, otherwise pretty much all other overl
nice post.