One recent post mentioned the lack of 'tough choices' that the player needs to make. There are few choices that the player needs to make that close off some options and open new ones, and that irrevocably change the behavior of the game; having this would greatly increase the replay value. Some examples: Technology one can almost always research the entire tech tree, which is the same for all factions Alternativ
GreyCow
As a counter-example, how about Fall From Heaven 2? It was a 4X game, had good AI, deeply integrated magic, highly differentiated races/factions with their own unique goals and behaviors... the AI wasn't as good as a human player, but still made for a challenging/interesting game (esp with the armageddon counter to drive the game along; a player could lose if they didn't take action).
Changes I'd like to see: 1- In a game with 6 AI players (on Large or Huge map), the AI is too passive. - the AI makes threats, but rarely makes an attack - AI is too passive; it is mostly the human player who has to initiate war - may be different with a 2-player game vs a 7-player game 2- end game not challenging - once you get a lead, the AI factions realizes that you are too powerful to challenge -
I'm enjoying playing FE:Legendary Heros, but after a few play-thrus, the games are feeling the same. What might help is having more variation in how the AI opponents and factions (and more options for the player): Some ideas/suggestions: 1) Deeper technology tree - by the end of a game, it's possible to research most of any one tree, and much of all the others. Most games have the same technology researched; each faction plays similar
The game that I compare FE most to is FFH2 (which I thought was great - better than the game it modded, Civ4). One of the best things about it was how the factions were differentiated: - custom units - custom spells - custom buildings - custom heroes Each faction played very differently, and they didn't feel like clones of each other. The factions themselves were very different (vampires, golems, centaurs, etc); combine the factions with dif
Actually, I wasn't really wasn't referring to the visual look of each faction. What's more important is gameplay, and the more unique each faction is (in special units, spells, buildings, special abilities, goals), the better. Each faction should feel unique, and require different techniques to play (or fight against). And in FFH2, religions gave the factions a way to develop in different ways, so that faction A could play differently from one ga
Not wanting to beat this to death, but FFH2 had multiple non-human races (Golems, Vampires, Centaurs, + the more standard dwarfs/elf varieties + humans that were very different - tricksters, berserkers, etc) that were all very different... take N races * M very different religions -> many combinations with lots of re-playability. If the main races are all human, and vary mostly on spells, they still won't be greatly differentiated. How about some far-out races li
In Fall From Heaven 2, one of the best things is how customized the races are. The Sheaim (pyre zombies) play much different from the Luchuirp (golems), who are much different from the Kuriotates (centaurs), and so on.. and then throw in a choice of religions (Octopus Overlords? Ashen Veil?), even more so. The units, leaders, spells, tactics, heroes, and behavior are all different; they don't feel (or play) like generic opponents or armies. Is it p