merlinme

merlinme

Joined Member # 2900061
24 Posts 422 Replies 407 Reputation

I really like joeball's suggestions that Hunter's could train dogs and/ or get e.g. twice as many body parts from killing Beasts. They both seem thematic, fairly easy to implement, and make being a Hunter at least slightly worthwhile, especially in the early game (which is so important).

42 Replies 19,448 Views

Thanks for the feedback. I make that: 1) All four of us think casting Cull the Weak on Summon Skeleton Horde is a stupid way to get lots of mana, although there is some disagreement on what the fix should be. One person thinks Cull the Weak mana should be reduced in general. Two people think it should be banned for summoned units. One person thinks it should be banned for undead units. I go with banning it for skeletons rather than reducing the mana gained, but I don&#3

42 Replies 19,448 Views

I have always vaguely assumed that this is so the unit's armour can be upgraded. I don't know if the AI actually does this, though. If it doesn't then yes, building units with chain or plate proficiency is a significant disadvantage. If it does upgrade unit arnour then it's less clear-cut, especially on higher levels where the AI researches metal armour very quickly.

4 Replies 3,476 Views

[quote who="StevenAus" reply="201" id="3386992"]I think you can get a message from a monster army and still have them attack you that turn - they have done that in some of my games.[/quote] Have you seen it the other way, where you're next to them, they do not attack and do not send you a message? It's possible this is just something I've not seen before; it's also possible I'm seeing it now because of increased wandering monsters, hard to say from a s

270 Replies 670,567 Views

[quote who="Peter Huebner" reply="191" id="3386719"]I noticed an abundance of "hard' to beat monsters wandering around the map in this early timeframe [/quote] I'm a relatively short way into my Ridiculous game, but I did seem to have quite a tough time with wandering monsters (on default settings). A few wandering cave bears, a few wandering Stalkers, lots of wandering Air Shrills, up to and including a Fire Elemental + 3 Ignys (I think the stack was officially Deadly) walkin

270 Replies 670,567 Views

Cities are clearly more important, but once all the best city sites are gone it's definitely worth building Outposts to claim resources (not all of them are near city sites), and to increase your borders (-15% unrest for joined up cities to your capital; it's VERY annoying when the AI builds its Outpost between two of your cities; many strategic spells can only be cast in your borders). The upgrades are not to be sniffed at, either. I build High Towers quite&nbs

37 Replies 63,338 Views

Oh, one more thing: improve unit upgrading so that a) you can choose which pieces of armour you upgrade; b) don't just charge the player 50 gold for upgrading the size, charge them the per figure metal and crystal cost for their weapons, armour + equipment.

86 Replies 498,655 Views

Is the revised 1.3 version definitely out? I've started a new game and was really hoping to test it, however last night I hadn't seen any AIs after an hour or two of gameplay, so I was a bit concerned that this was still the "bunker mentality" 1.3a version.

270 Replies 670,567 Views

I'm revisiting this after playing another game or two, and as the developers are asking for ideas to work on. So the revised list: 1) Make it impossible to cast Cull the Weak on summoned units (or make it only castable on Trained units, like Deathlash), to stop the Skeleton Horde free mana tactic. 2) Make it worthwhile to get Summon Delin. E.g. get rid of the turn limit, reduce the mana. 3) Don't make Maul on prone units a 100% kill regardless of hit points. I

42 Replies 19,448 Views

User interface improvements and diplomacy improvements sound cool. I'm not so bothered about diplomacy, it "does enough" for me at the moment, however more depth could be interesting. The user interface is unnecessarily clunky at times though, so some love here would be much appreciated. Hopefully we can get up to date versions of the manual and spellbook as well! I would personally also like the balance to be looked at, Hunter as a profession seems so much weaker than Beastlord (

86 Replies 498,655 Views

I like the game a lot. I'd definitely put it in my top five strategy games, along with (off the top of my head) Civ 4, X-Com: Terror From The Deep, Heroes of Might and Magic 4, Medieval: Total War. It doesn't have the polish of, say, a Civ 4, but it's very absorbing, and I like the fantasy setting. I've put in over 150 hours on FE and pushing 200 hours FE:LH. The different factions really do play quite dramatically differently, much more so than in Civilization or To

31 Replies 86,861 Views

[quote who="Derek Paxton" reply="169" id="3385999"]Yes, that makes perfect sense. I'll submit an enhancement request for it (no promises until a dev takes a look at it to figure out how difficult it may be to implement but I think its a good idea).[/quote] Great, the continuous improvement in the game has been impressive. In terms of exactly how to implement it, other than having the tile under the mouse pointer highlight at all times, other alternatives would be to only have it h

270 Replies 670,567 Views

[quote who="Derek Paxton" reply="167" id="3385984"] You can move and attack as seperate actions.[/quote] Yes you can, and I do this a lot. However this would be where user interface improvements would be gratefully received, as it's ridiculously easy to end up targeting the wrong tile. It's obvious when you've got your mouse over an enemy unit as the icon changes, but if you want to move next to an enemy unit and then attack, the icon does not change

270 Replies 670,567 Views

The first thing I'd say is that if the only problem is your city boundary expanding over the lair, you can put off going up a population level indefinitely by building pioneers, casting Sacrifice, or whatever other options you have to reduce population, and then you just have to remember not to build any zone expanding buildings (monument and town hall are the main ones). Re: the general case, it can be scary and inconvenient having stacks you can&#39

13 Replies 14,329 Views

Wow, that looks really cool. Are those changes intended for 1.31 or for 1.4? In other words, are they going to be in the current beta, or are they going to be in the version after that? Last night for the first time I can remember I saw an AI hero head straight for a goodie hut and grab it, which was quite satisfying, and I'm still only playing 1.2. It did seem bizarre the way the AI would just ignore them. I guess we should be careful what we wish for, at this rate I

10 Replies 18,672 Views

Has anyone formed a view on AI improvements in 1.2? I've just finished my first 1.2 game, and it's hard to be sure because I like to choose different nations each time, but the AI certainly felt a lot more competitive in the early game. I played as Pariden on a medium randomly generated map with default parameters and four Ridiculous AIs (evenly balanced between "good" and "evil"). I started off in a good corner of the map with lots of good town sites. The early/ middle game (after I

10 Replies 18,672 Views

Can someone confirm for me whether this is working as intended? In my most recent 1.2 game I decided I would go for an alliance victory, as I was already on good terms with two out of the three remaining AI players and had nearly killed the third. So I paid tribute and built up my military strength until I was Close to both AIs, and got alliances off both of them. I already had Non-Aggression pacts and Technology treaties. Then the next turn, all the treaties were cancelled (apparen

0 Replies 2,308 Views

[quote who="Frogboy" reply="158" id="3385649"]I'm back from vacation and working on it.[/quote] Great to hear. I've just finished my 1.2 game, which definitely seemed to be more challenging to me on Ridiculous (I had to reload a couple of save games after taking on battles I couldn't win). I'm looking forward to trying out 1.3, but from the sound of it at the moment there's not a great deal of useful feedback that can be given until the one city para

270 Replies 670,567 Views

I've said it before, I'll say it again: spears are my preferred weapons. The single biggest factor is the better initiative than anything except swords. Impale has its uses; I find it quite handy for finishing off one unit and doing damage to another. You can kill off dangerous but low hit point immobilized heroes from two tiles away when attacking a city, for example. But initiative is by far the most important factor. I tend to have melee heavy armies which need to get to

19 Replies 20,472 Views

[quote who="ShadowyGoat" reply="15" id="3380723"]Instead it's just made hard/hard settings into really hard/ really hard settings[/quote] That's interesting, I'm a fairly short way into my first Ridiculous 1.2 game (just had a couple of AIs declare war on me). It's hard to be certain but the difficulty level does seem a little higher, the AI seems to be a little further ahead of me than I expected bearing in mind I had a good starting position with good city sites

23 Replies 25,966 Views

I've always picked a mage for my sovereign, because I like all the spell options, it feels like a big part of the game, and (now I've played a lot more) I also just think mages are the strongest hero class by far. One of these days when I'm looking for a challenge I may play something different. Commander could be interesting; I've never tried getting a really high level commander, but if I made my sovereign one then all those army buffs could be an interesting alternativ

39 Replies 108,824 Views

I'm aware of the Skeleton Horde/ Cull the Weak exploit, and to be honest I wish they'd get rid of it by making Cull the Weak only usable on Trained troops, as with Deathlash. However kudos to you for taking it to a whole new level by using a familiar to double the available mana!

10 Replies 20,070 Views

I agree the two handed spear is more like a pike, but the mechanics don't really attempt realism. Regularly "impaling" two units with the same attack is frankly bizarre. However the game designers have been aiming at tactical options and fun (not realism), and I think they've largely achieved their goals.

49 Replies 137,640 Views

Never even seen Mana Shield before, you learn something new every day. The current spellbook says that's a quest unlock though, which would explain why I've not come across it. To be honest mana is usually scarce and I would imagine most of the time in a battle like that there are better ways to spend it, however it could help you to keep your tank unit alive if you can't do it any other way.

10 Replies 20,070 Views

Leave it alone until you can take it out. You'll want troops with fire resistance cloaks, and ideally Nature's Cloak (Earth spell), otherwise the dragon will kill everyone with its breath, as you found out. It may kill a city or two but there's no point losing armies as well as cities by attacking it with armies which are too weak. Assuming you have fire resistance you'll then want either lots of strong units (warg ice staff troops would be nice if you have them a

10 Replies 20,070 Views