It does occur to me that daggers and Impulsive are a glaring issue. Daggers would be equally logical to give a bonus to Strength or Shoe size. The light weight of the dagger already reduces the encumbrance of the unit. No need to add even more Initiative to this. Daggers should be better at Crits, plain and simple. No one has even argued the point, so to speak, as far as I can recall. The weapons that should be doling out Initiative are magical weapons IMO. I don't like that swords all ge
seanw3
I prefer -4 Init, -8 Init, and -12 Init, -1 Move for penalties. Can't really reduce Moves by 2 because the unit will be unmovable. We would probably need to play beta 3 and look at all the new stat definitions before more can be said. Maybe some traits that only work when lightly encumbered to add some incentive for unarmored units?
This thread got dark real quick. Thanks internet! [e digicons]:thumbsup:[/e]
GalCiv2 has the best upgrade feature in any TBS game. I would love to see something like that here.
[quote who="Kongdej" reply="2" id="3121381"]First one, not true, you split your xp between all your units in the group, or said in other ways, you get less xp on your heroes if they are accompanied by other units, (non heroes).[/quote] Incorrect. Say 100XP is given from a battle. 50XP is given to each regular unit. If there is one hero in the army, it will get 100XP. If there are 2 heroes in the army, they will get 50XP. If there are 3 heroes in the army, they will get
It removes all wounds. I put it in a level 3 citylevelup building for 1000 Gildar believe. I think the cost of rush buying a small building is about the right cost for healing all wounds. I will eventually make it only unlock at level 5 cities when I get around to making more potions. Wish I could get the AI to buy it. That was the main reason I added it. The AI has too many injuries to be competitive.
Oh please join the FE modding community! We are quite knowledgeable and helpful. We needs as many minds as possible. I got started in modding with GalCiv2 awhile back and have been doing Stardock mods ever since. FE is a great place to learn. The only drawback is that we can't do any sort of real modding until the game is released. But there is plenty of XML to play with.
LOL I guess Gilden doesn't get by drakes with a little help from their friends... I have been looking at the same issue. Why doesn't the AI have as good of an army as me and how did they get past all those monsters? They seem to just spam units and hope some of them get through. That kills any chance of high level regular troops and gives their heroes too many injuries. I tend to make one maxed out army and slowly take on monsters
Most people agree. In my Waiting For Next Beta Mod I make the Apothecary improvement sell the potion. Hopefully this will get added to the core game. [e digicons]:)[/e]
Well Rishkith, most of the stuff you say is hypothetical, is actually me repeating what the devs have stated on several occasions. I feel most people have said there peace on the issue and I certainly can't bring much more to it by debating scale or other benefits, so I'll leave the discussion. But it does look like it will be happening. Enjoy enormous cities while you can. [e digicons]:P[/e]
You trolling Kondej? The advantages are multifoliate.
Idea: Anyone with Serpent Pact should be able to capture serpents after the battle. [e digicons]:w00t:[/e]
That is called an injury. It can only be healed with a Potion of Restoration. You may find these in high level quests. You receive injuries from dying in combat.
[quote who="Martimus" reply="89" id="3120802"]I don't see each tile as hundreds of miles. If that were the case then there would be no way the units we have could actually travel as far as they do each turn. [/quote] Have you ever walked a mile? It doesn't take 3 months. Assuming a unit is not walking in a straight line through a tile and that a flat tile can be traversed in 3 months, the tile must be very large indeed. Of course you are free to imagine the tiles b
Greetings Martimus. You seem to be passion about the game, but it may be the only thing we have in common. [e digicons]:grin:[/e] I do not try to persuade you a one tile city system is better, but perhaps I should explain the list I made before in greater detail. I seem to have understated many things. -More Detailed Tiles: You see, currently the number of objects a given tile can have is extremely limited because of the memory requirements
The issue isn't so much sneaking, though that is a good concept. The issue for me is making the players choose between bad relations for kicking out a friend or losing that 5/3 spot you just know he is going to steal. Enemies and rivals should get kicked as soon as they cross and maybe being on Hostile terms means you have to declare war to even enter their territory.
[e digicons]-_-[/e] [e digicons]v_v[/e] [e digicons]8|[/e] [e digicons]:\[/e] [e digicons]>_>[/e] [e digicons]:d[/e] [e digicons]:)[/e] [e digicons]^_^[/e] [e digicons]:omg:[/e] [e digicons]:grin:[/e] Sold
Then I am starting a new party. All join the Autocrat Party!
I have mine set up to do -4 Init from 51-75% and -8 from 76-100%, with -12, -1 Moves at 101%. This works well considering that my armor gives no penalty and you can choose strength bonuses to stay at 0 penalties. It works great for how I am balancing things, but I think your way could work too. The only problem I see is that it is a little too incremental in penalties. Whatever the final system we get is, it just needs to have specific numbers in mind for specific armor types an
Probably not the Republicans. They have no viable candidates. Re: Robot Party I am a Robosexual. Is this party for or against robotic marriage?
You don't use up Initiative. The system is complex, but very robust. This is my humble understanding of the game. Here are the basics: 20 Init. is the standard value for a unit with 0lbs. of gear. Two units will go every other time if they have the same Initiative. If one unit has 21 Init, he will get 5% more actions in a round, witch is rounded up at the the end of a turn. The game has a round, which is two actions at 20 Init. If a unit has only 10 Init, he only ge
Fb just said he was considering sending a unit back to the capital when kicked out of territory. That would make the pain of territory control much better. I am assuming the AI will be smart enough to not try it as often either, given the penalty.
Press F1 to see all keyboard commands. Just kidding, but wouldn't that be nice?
Post in FE Support. WoM Support cannot help. What are your computer specs? What settings are you using? What world options are you using?
I meant my comment to point out that is had already been reported. Reporting the same thing over and over may get it done faster, but I doubt it. It would be valuable to see what a female casual gamer thinks of the game. But the first thing I explain to new players is the nature of a beta and how little the game is finished. Hope you explained that too.