seanw3

seanw3

Joined Member # 2990919
182 Posts 5,819 Replies 1,616 Reputation

I AM THE STRATEGY GUIDE [e digicons]:ninja:[/e] But seriously, any questions you have I would be happy to answer. Keep in mind that having one city for the first 50-100 turns is a good option as the fewer cities you have, the faster they will grow. 2-3 cities by turn 50-150 is a well rounded strategy. Just make sure the tile you settle on has 4-6 grain if you want it to be able to get to level 5. You almost always want your Sovereign out in

9 Replies 17,721 Views

There is a precedent for resources built by a city giving you more of that resource. It was eventually taken out as it encouraged too much snaking with cities. It would work well with a 9 tile limit for cities, but in the current system it would cause more problems than it would solve. Once the AI learns to attack outlying resources, I have a feeling that this will be less of a complaint.

64 Replies 161,320 Views

-1 food per grain doesn't really do anything to a nation. It is a meaningless penalty. I would like to see -1 grain and much more gold. Or the other way around. This would be a good thing to build if you got an unexpected grain source that isn't part of your low level city strategy. Since you don't need more grain, you can sell it off. Maybe +10 gold per turn? It really isn't that much gold when you consider the amount of gold/research/labor you make off of each grai

3 Replies 6,607 Views

Back to theory... Level 3 Dungeons are going to focus on granting a few especially powerful creatures that can only be built in one city as well as defining the player's choice of minion to mass. Each path opens up a one per faction building that will allow a special unit or bonus. Using the one per faction ability, I can offer counters for the game's many strategies: If you are facing an enemy that uses alot of offensive spells, you will want to build the Serpent'

34 Replies 24,905 Views

That would be sweet. I remember last month when I did a solo beserker half-orc in Balder's Gate 2. It is hard to start out out but gets ridiculous in the later levels.

136 Replies 104,918 Views

I would still like single unit attacks to get some kind of bonus for winning. Not the biggest area for me though, as long as things are leveling I will focus on the rougher edges of the game.

136 Replies 104,918 Views

There is certainly alot more that should be done with this kind of battle. The Arena Quest is the best example of how these kinds of battles should go. Mobs, casters, defenders and attackers should be present in any lair battle. It would be nice to see each creature type be slightly changed to fill one of these roles. Right now only your basic ogres and darklings have any roles other than rushing tactics. I really like your take on creature details.

7 Replies 6,613 Views

Grouping would be the best solution. I also think larger icons are in order. It is hard to recognize each spell without reading the tooltip.

8 Replies 10,146 Views

There were 5 tech trees in WoM and Derek cut them down to 3. I like the other way too, but the diplomacy tree and the adventure tree were the same cost as any other without as much usefulness. Let's not forget how much more balanced this tree is. We have come a long way from then 5 tech I win strategy. I wonder how soon they plan on making changes to improvements. I get the feeling that the changes will be less significant than most of the community hopes. As long as they ma

20 Replies 4,950 Views

I know! I just went to war with an empire faction only to see that they had copied my design. I usually bank on having better traits than the AI. This time I lost that bet. If you delete your saved units before starting it should fix it... if you want it to. I would like that the AI can choose from my designs, saves it from making dumb choices. Maybe I will try making some crap units to trick Vega into defending his capitol with them.

5 Replies 8,107 Views

@ZehDon, The choices are in the details. Buildings in a military path would make you choose between advantages to elite units or conscripts, heavy armor bonuses or light armor bonuses.. A path involving a choice between gold or research would be good, as well as food or prestige. I wold hate to have to choose between things like materials and food when leveling or researching because food is infinitely more valuable than materials. Food gives you research, levels, soldie

64 Replies 161,320 Views

I have been thinking about how unbalanced it would be to capture a city with faction wide bonuses that are supposed to be mutually exclusive to each other. I wonder if it is possible to force demolition of any buildings that would break the game if you got both or two of the same. Any thoughts? Ex: Getting two Onyx Thrones would mean -60% unrest in every city! And that is much less powerful than the buildings in Ivory Tower.

6 Replies 3,570 Views

Whoever is making the tactical maps is more than capable of making what I describe. You can't do it with the current editors because they were only made to make strategic maps. But there was a hill based map in WoM. A cliff would just be blocked tiles with rocks stacked to make the cliff. From there you would just need to add an accuracy bonus, which is also already a feature in FE. The question to me is if the AI will be able to see a tile bonus and send an archer there. I

4 Replies 5,432 Views

Also nice to have monsters at a higher level. Lairs will now have a chance to spawn weaker armies to roam about. [e digicons]:troll:[/e]

136 Replies 104,918 Views

If I look at the opportunity cost of being able to load a game instantly or instead getting the other aspects finished sooner and better, it is a no brainer for me. There are so many things to done, I would even put loading functionality behind boats.

75 Replies 231,223 Views

I am looking at the code for Air1 vs Air2. It seems that Air1 has no tag for probability while Air2 is rated as common. Hard to say what the deal is here. Champion_Spellbook Unit_Spell_Rank Air Air

14 Replies 6,234 Views