Here's a thread with with a few more CM ideas . It would be nice if they could be added in the expansion, since FE is, I assume, in feature lockdown. I'm not a game designer....but there is a question about the CM.... CM is great, with a few more features it would become superb, I would consider CM
darklander0
Yes, cloth map is fantastic. It would even nicer if forests,mountains, plains and rivers had unobtrusive labels on the cloth map. Like "Mountains of Despair", "Forest of Shadows", "River of Time " and so on... They could be used like orientation markers in the game world for events, quests and other stuff. What sounds better? "Your iron mine in southwestern part of your empire has been destroyed." or "Your iron mine near the Plains
Cloth map looks really nice in the latest beta, but one thing that strikes me kind of silly are the long city labels. For example: I think New Pariden woud look nicer on the cloth map as New Pariden I think it's called blank text wrapping and I *think* it's re
[quote quoting="post"] + Added the Mirror Elemental (binding summon, 100% of the damage done to a mirror elemental is also done to the attacker) [/quote] What happens when a Mirror Elemental damages another Mirror Elemental? [e digicons]:grin:[/e]
Thematically the story could go: A nameless hero had managed to gain control over a lesser elemental spirit(similar to a wild-land boss) by merging his soul with the spirit. Hero became the sovereign, a living demigod, then he used his power to create a new civilization and he bound the spirit to become the eternal guardian taking the physical form that reflected sovereigns soul, eternal guardian was tasked to forever guard the hear
Another solution to this problem could be eternal guardian mechanic .
In Disciples series, each capital city has a special defender unit(eternal guardian) whose power is equivalent to FE wildland boss, guardian cannot leave capital city. My idea is: Remove the settle ability from sovereign. Have each game start with already built level 1 capital city on 4 food and material tile. Capital city has only eternal guardian as a defender, other cities that player builds with pioneers will have normal militia defense. <stro
[quote who="Kalin" reply="1" id="3150026"]If you make something too rare, it just doesn't get used.[/quote] I agree with you. Perhaps another way of getting those would be to build special high level alchemist buildings that would convert iron/crystal/gold into mithril/adamantium. Such buildings could be somewhere low in the tech trees and generate very low output or upper in the tech trees but generate more.
In MoM there are rare resource nodes called mithril and adamantium.City that controlls one of those can build troops with special weapons and armor. Controlling such resources and building such troops is one of the coolest features in Mom for me. In FE there is iron for mundane weapons and crystal for magic stuff and it works pretty well. But another icing on the cake for me would be to to include the above resources. How would could it work in FE? My
1. General feedback on if you felt the monsters were a threat (were they too strong, too weak, or about right). Monsters & quests were tougher, heroes were weaker. I liked it.Monsters stopped being a threat after I researched leather and blacksmithing. 2 or 3 regular units equipped with leather and boar spear, lead by a hero could take out almost any monster I encountered. 2. General feedback on if you
I like it the way it is now. Micromanaging more than 3 cities is tedious for me so I usually go for the Scorched Earth approach. When founding a new city it is very important to clear the area of monsters with your heroes. If there are some really tough monsters in the area, then it is better not to settle there until you can take them out.
I play on hard difficulty medium maps with dense monsters. The key to surviving early is to be maximally aggressive with leveling your heroes and sov. By the turn 35 my heroes are usually level 6 or 7. Few tips: Focus on weaker mobs and collecting goodie huts before going for the tougher ones. Remember that sov doesn't suffer any penalty for defeats, so he is a good choice to be monster fodder Single heroes level much faster than when gro
[quote who="Supreme Shogun" reply="5" id="3142060"] Also re: Almshouse is it really rare? I mean every level 4 I've ever seen its been a choice. There should be more choices to label things as common, uncommon, rare. Or perhaps its not generating a new random number and always giving the same choices.. (shrug). [/quote] You're right, its not rare, but it is for me because I rarely take it. [e digicons]:grin:[/e]
Great, definitively an improvement over the current version. [e digicons]:)[/e] You know, there were some nice ideas in this thread that could be incorporated into new assassin talents. [e digicons]:-"[/e]
Buildings I know of: Embassy: Civ tree, under Alliances Almshouse: rare l4 city levelup It seems that influence is a pretty rare resource.
[quote who="Trojasmic" reply="1" id="3141892"]I am never going to take this trait. 50% to double damage or critical damage is not worth 50% to damage myself. [/quote] I can understand that, I wouldn't take it also always. My intention was to make a talent that would be primarily interesting to assassins that have minimal weight capacity and use sucky weapons that deal low damage like daggers or shortswords, so the self damage is not so hard for them. If I go
When compared to Double Strike and Crushing Blow(two talents on the warrior path): 1. It is too weak (50% chance to hit) 2. It is too similar to above mentioned talents(does double damage) My proposal: 50 % chance to cause a critical attack and 50% chance to damage the hero casting it using his normal attack value, self damage should never be critical. Why would this idea work: 1.Assassins are a good deal about critical damage 2.Th
There is a prestigious location resource that generates influence when you claim it, there are also a few high level buildings that generate influence and sometimes you can get it as a quest reward.
I could build it without building 3 required towers. P.S.: Casting Spell of Making has really nice visual effect, some special music would also be very nice :)
I enjoyed beta 3 quite a lot and I think it is a massive improvement over previous one. But monsters seem too passive, and it looks like they are afraid of the player Area Of Influence(AOI). I've been plopping outposts around the whole map, and very rarely did something get attacked. Having such passive monsters limits the fun for me, world is not dangerous at all if you can conquer it by plopping outposts. My idea is that when a monster ends up in the AOI there is a
It work's for me. But it is kind of silly that I must target the champion that uses sweep when casting it. (It would be much nicer if it triggered automatically, without targetting.)
[quote who="Nekromanta" reply="5" id="3116277"]Next week... not today ? w h y ??? [/quote] Well, last thing I read is that evil marketing guys persuaded Frogboy that instead of working on E:FE he should go to L.A. and show off Sins and FE to the press. Frogboy being away gave Kael opportunity to organize Stardock Spring Magic: The Gathering tournament, I read that BoogieBac is a strong contender. So this week everybody is just playing Magic, next beta will probably start next week.</p
[quote who="seanw3" reply="1" id="3114578"]I would guess yes, absolutely yes. [/quote] Cool, did you see some hints about them in the xml? [quote who="joasoze" reply="3" id="3114588"]This will ofcourse mean that there could be monster groups you cannot get away from it you go one step too far into the wild. I dont mind [/quote] Yup, it would also nicely work in the Wildlands if every stack of monsters on them had *walk ability, they would zero in on intruders real
I am talking about unit abilities that affect terrain movement. forestwalk, mountainwalk, swampwalk, desertwalk: enables the unit and all its stack members to move through terrain without penalty swimming:enables the unit to move through water flying:enables the unit to move through any terrain Ability to reach a place before anybody else is a major advantage. I think that adding such abilites, would add a new layer of strategic depth and world diversity to the
I think because devs haven't implemented theirs special powers yet, in current beta build, that they are so weak.