[quote]Champions must be out in the wild to gain experience, so when doing their job as Governors, they are not improving, and while improving they are not doing their job as governors.[/quote] This is only true of the administrator traits. The merchants and researchers provide the bonuses no matter what they're doing. Much of the criticism of Governors seems to revolve around having them stationed in cities because their abilities benefit cities - and this may be an inter
Andrew Meronek
[quote who="kapeman" reply="4" id="3156798"]Quoting Andrew Meronek, reply 2Have you tried a Ravaged map? There will still be mountains, but those chasms should break 'em up a bit. Haven't tried that, but wouldn't that be the same situation, only the inverse?[/quote] I don't think that chasms extend for as far as mountain ranges.
Neat. It's cool that some of the changes on there are bugs that I posted about. Not that I was necessarily the first to say something . . . but still cool. [e digicons]B)[/e]
Galactic Civ II was filled to the brim with rock-paper-scissors tradeoffs, and it worked great. For tile-based games like this FE, I don't have any problem with it. I do encounter problems with rock-paper-scissors tradeoffs in real-time strategy games like Age Of Empires, especially when it's tricky to keep units of different types separate so I can get the battlefield matchups that I want. But I'm sure that's due to my very limited skillz.
Have you tried a Ravaged map? There will still be mountains, but those chasms should break 'em up a bit.
Good find, then. If I see it happen like you describe, I'll save the game so the devs can check it out.
There is already a paper-rock-scissors effect in place for some pairings. For example, definitely don't try to approach an Earth Elemental with infantry because of how EEs do damage to each member of a stack. Conversely, a summoned EE is awesome for mopping up the militia that pops up when I'm attacking a city.
Is that 80 food or 80 excess food?
There is a high-level spell that fertilizes ground.
Maybe this is an old issue that is already decided upon, but aside from the actual game mechanics of monsters razing cities and making the ground infertile, I think that the storyline needs to be fit in a bit better to the mechanics. For example, the game is supposed to start after a massive cataclysm. I assume that many of the monsters that virtually destroyed the world are still hanging around, being those death demons and shrill lords and such. If so, it makes sense that these
I played a game a couple of weeks ago where I got a quest to kill a named bandit. I ended up killing the named baddie but lost my army in the process to the remaining goons. Apparently, that counted as a failure.
[quote who="Kalin" reply="4" id="3151639"]I play with the world on temperate, so I never have this problem... it's actually quite the opposite. It's just that all the nice spot are guarded by monsters you don't want to mess with early on.[/quote] Yup. I think that the inbalance we testers see actually arises from the AI not dealing with monsters effectively and vice versa - monsters not dealing with the AI effectively. Once this gets worked out, I think that the current wo
I do not think that there needs to be more damage spells for the different elements. However, I think that there could be specialized books available for heros which require more than one elemental school and benefit only from shards of both/all elements represented by the spell. For example, that Hail attack could be a water/air spell.
To be clear, yes this is a bug when we see a level 5 AI sovereign with two Paths.
When I have archers/casters in an army, I always move them to the far rear of the map if I think it's going to be a protracted battle. I think that to make tactical combat a bit less checkers-like, to focus less on troop movements which I would do the same every time and more on stuff that actually can change the dynamics of a battle, it would be nice to have at least a couple of options for troop placement when initiating a battle. It doesn't matter what to call them, bu
Anything that improves balance is good. Concerning the good point about the relationship between map size and potential hero experience, I don't think that it's necessary to include an XP boost, because on tiny maps that level 15 maul, while not usable, will still be worth a fair amount to sell. Being on a tiny map simply makes that decision between hoarding high-level equipment and selling it off a bit easier.
Just a small detail I noticed when out trying to collect wolf pelts for the quest: when wolves attacked me, the pelts showed up in the battle conclusion screen but didn't actually get added to my hero's inventory. When I attacked the wolves, the pelts were added. (Assuming that I didn't die, of course.)
[quote who="Kalin" reply="18" id="3147068"]I don't have a problem leveling governors... just stick some spearman with him and let them do all the work. He'll stand back and cast haste, slow, or heal. If it really needs a buff, then maybe add a maintenance reduction for units in his army, should do the trick.[/quote] Exactly. And IMHO great idea. A trait for maintenance reduction for units in his army - seconded!
Wait, in Sandraka in the top picture, is it even possible to build on that barren rock? Otherwise, the only possible building that city could make is a dock.
[quote who="Stupidity10" reply="2" id="3146669"]Monsters should never leave their lairs. NEVER The AI should avoid dropping outposts/cities next to lairs but if someone does than that lair should spawn an army to destroy it. If lair guardians can be lured than they will be.[/quote] Maybe so, but guardians should still be able to attack pests in adjacent tiles without moving to them.
But I can still take my governor to battles. Merchants and researchers provide bonuses no matter where they are.
In fairness, I have seen a monster mob take out an AI outpost. But never an AI city, even if undefended. Also in fairness, this is probably a very tough problem to solve for the AI if monsters were as aggressive toward the AI as they are toward we players. Sometimes it may pay off to aggressively found a city within striking range of a tough monster lair. Sometimes it would pay off to wait upon founding the city until the monsters are more cleared out, especially with the ruinous tota
[quote who="Alstein" reply="7" id="3146425"]The real issue with POTG is that you don't get XP for governing, and you need lvl 4 to get it, so you have to fight to get it. [/quote] I don't understand this comment. No hero talents offer direct experience. I think what you mean is that the governor abilities don't help with combat abilities, except that the hero still gains HP and stuff for levelling up. But trust me, that getting a couple of merchants will p
[quote who="UmbralAngel" reply="8" id="3146460"]Quoting Alstein, reply 7The real issue with POTG is that you don't get XP for governing, and you need lvl 4 to get it, so you have to fight to get it. I agree, I suggested before that champions should get XP for just sitting in a city, maybe 1/turn. Then give bonus XP for constructing units/buildings, maybe even bonus experience points for defending a battle. They should look at the "administrato
Mind, I am proposing that this warning would only show hostile movement, and would ignore stationary hostiles, so that I don't get warnings all the time of that sleeping river slag until it spawns something or wakes up. This won't bog the game down. If I end up getting notifications of 20 monsters on the move within my LOS, well, I probably have something significant to worry about anyway. Most of the time this would only be a single roving baddie if any.