NickPL

NickPL

Joined Member # 2747236
0 Posts 15 Replies 80 Reputation

Wizard 1200 has it right. The base damage needs to be increased. They nerfed it in FE because spells were too strong, and they went too far in the other direction. Now I can in many cases one shot anybody except dragons with firebolt. Flame wave sucks big time BTW. For such a "uber" spell at the end, does VERY little damage compared to other spells.

13 Replies 20,515 Views

They are allowing the tile yield cap they introduced in FE 1.3 to be modded higher than 9 in the next beta update for LH. That was my biggest complaint for LH.

24 Replies 78,028 Views

Just had Pariden get ROFL-stomped by an Ashwake dragon army. Built a little too close to their camp and BAM! Three cities are gone. (Playing on Challenging World Difficulty)

23 Replies 27,093 Views

Never have problems once I have a couple of towns built. I literally am flowing in gold by mid-game. I never even have to raise taxes above low in ANY game.

10 Replies 10,657 Views

I always go with the extra essence, ESPECIALLY if it is at the expense of grain due to all the faction wide bonuses towns give to food production.

5 Replies 4,810 Views

[quote who="DevildogFF" reply="37" id="3337215"] I've been considering this, too: Do away with the Defender class. Use a skill tree on the warrior path to fill that role. In its place, break the mages in to two different classes. First, the Support Mage class: it can be the summoner/buffer class. Flesh it out a little bit. Second, make the Battle Mage class: it can have new attack spells and directly inflict damage and the like. There are too

109 Replies 74,488 Views

I have seen the rivers that are plains on wildlands also. I even built a city next to one of the rivers on a recently conquered wildland and realized afterwards that it was considered by the game to NOT be a river and so I lost out on the river specific buildings! Grrr...

3 Replies 3,895 Views

[quote]1 - Some kind of revamp of the outpost system, as pioneers are costly. 2 - Allow over-9-capped city plots in wildlands to be generated 3 - Heroes/Sovs should level faster than atm (way too slow) 4 - Skill tree re-structure, especially for warrior, to ensure interest 5 - Completion music plays when tech research completion screen shows[/quote] 1. Agree, at least allow outposts to have their own build queue so that they a

4 Replies 8,653 Views

[quote who="sharpxe" reply="2" id="3337155"] it require conclave base and not available in other types of town. game lack some magical skill and special training or slow regeneration or something to counter this feature if player actually want to counter it. [/quote] So? If players want to counter it, build a conclave and get Iru Elixers. They should already be building them anyways if they want to keep up in research, plus all the mana generating

7 Replies 7,860 Views

What I find irritating about the whole thing is that these things seem to get thrown into the game last minute and completely change the way we play the game. It is like they are throwing darts blindly to try and get a bullseye. I quote from Frogboy's posting on the 1.3 preview dev journal on Feb 12th: "One of the new features is a pretty big change that you’ll notice almost immediately. Procedural tile yield generation. Basically, it means that the tile

6 Replies 13,132 Views

They need to stop the AI from not respecting your borders. Any unit that trespasses into your territory should be open season for attack. Or just not allow movement across borders by any unit unless there is an open borders agreement. This goes the same for trade units traversing across my empire. Roads should not go through enemy/neutral players or wildlands DUH.

3 Replies 11,099 Views

Why the hard cap? Why is it so hard to put this in XML? For a game that is so customizable, WHY can't this moddable? I am seeing almost no variation in tiles, almost no 3 essence tiles, and horrible other stats for food/materials for 2 essence tiles. Again, WHY can't this be moddable???

6 Replies 13,132 Views