Hard to comment on until there are some fixes to the rest of the game. Currently the Civics Tree does not change tech speed enough IMO. It would be much nicer to see research bonuses applied the same way attack and defense is set up. A University for Civics Tree, a War College for Warfare Tree, and a Conservatory for Magic Tree. If there were research buildings that gave you percent bonuses to all forms but more in one area, it would make things more interesting. Right now resea
seanw3
I was just messing around with the old editors and thought it might be good to make some examples of good tactical maps. Note the size is increased. This is the kind of detail that gets you a 10/10 rating by your users. [e digicons]:d[/e] [IMG]http://i1237.photobucket.com/albums/ff478/seanw3/Rocky_Hill_Map.png[/IMG] This is a great example of an easy way to give the defending side some bonuses. The wall in the middle wo
Agreed. Shrills are the worst offenders. They should be taking up the whole tile.
Shhh... That's how I win. [e digicons]:ninja:[/e]
I have noticed that accidently clicking on the edge of a mountain will cause the unit to go the opposite direction. I will try and post a video of it when I get some time.
They told us that it won't be in release and that it will take alot of effort to get it running. It was strongly suggested that the amount of time it would take was significant. I think they will almost certainly be too busy to add that level of a feature while still trying to perfect the ones that come with the 1.0 version. There will be alot to improve about the vanilla even after its release.
I would love it if cities got paths that unlocked special buildings and features. I think that your capitol should get at least 10 nonrandom path options at the first citylevelup in a moddable window. Paths are great as long as the modders can add new ones without having to delete the vanilla paths.
The real question now is how big to make each improvement? A full tile improve saves memory and alleviates the empty lines inbetween improvements. With an upgrade system like this, you would be getting so much from each improvement, that an 8 tile limit would be a good limit to construction. On the other hand, assuming that the devs don't like/hate the idea of a tile limit at all, and even moreso the 9 improvements per tile proposal, mixing and matching some 1/4 til
The costs are ridiculous, but I am waiting to post about it until the end of beta. I am sure Derek put those costs in as a place setter and just never balanced it well.
I think Paypal would probably work.
I totally agree. Criticals are the bread and butter of the archer crowd. I would rather it be more likely to crit so that heroes that go path of the assassin have something to show for it. Double damage with a low strength is just not that impressive. I also would like to see some new assassin loot that totally ignores armor.
Besides the limitations of time it take them to create a good wall mechanic, what about all the flying units? This is one of those battles I would save for after release when we start talking about the expansion.
I like it when X is dependent on Intelligence. X = Int/4
Can we set a tech to prevent the research of another? It would be cool to have multiple paths in the Civic Tree for specific bonuses to resources. Have alot of gold but need some more labor? Go the slaver route! Have a capitol that doesn't have enough grain to get to level 5? Go the farmer route! If these are mutually exclusive techs, you will have to choose the path that will best support your strategic situation.&
I would rather the continents float in the air, but lore tells us there is water out there. There will be no boats according to the devs. They said we might get them in the expansion to FE. I kind of like that such an obvious thing is missing from the game. It is good fodder for inside jokes. Best defensive strategy in Elemental? Learn to swim...
I have been modding since the WoM beta. Everything I post here is moreso just notes for the mods I am planning. I don't honestly know if i will get the time bring all of these to fruition, but I already have the tiles made, the text written for many of the quests, and very solid grasp of what the game can do. As you may have noticed from my posting frequency, my job allows alot of free time throughout the day right now. I have been waiting to make the game awes
I think just making improvements more significant to the game can be done by increasing the number of effects they have on the city. They should be harder to get and require more of an investment due to increases in abilities. They need to be forcing the player to make interesting choices. I also think an upgrade system for most buildings is a viable way to keep them useful in the endgame. Deleting improvements in favor of leveling bonuses is tantamount to throwing away a poten
I can already see I will have to eat those words. But right now the beta AI is getting wasted due to lack of wins against monsters. They just don't level well. Now that I have an idea of the hero system, I plan to make some really nice artifact curses for the endgame of a herocentric empire or kingdom. I want heroes to unlock maybe three times more quests and lairs via unlocks from unique building upgrades that come from this mod.From quests
Seeing that the new system of spells pretty much negates spellbooks, I guess I will turn some of these ideas into techs. You can find them in specific quest loot that I will hopefully add to the community mods project for spells and loot. I still want to make a mod that gives more colorful description of each spell, but this is a side note given the new description quality I have seen in the beta.
Thanks. I will most certainly want testers and xml writers to help. Heavenfall is looking to collaborate with me on the conjuration aspect, which will mean that area will be the entire conjuration system we create plus the bonuses of the Circles. I want to make this mod very compatible with the other content mods that come out. My aim is to simply make this one viable choice in a long list of options. Any ideas for bonuses/penalties that would make sense for this
4 lifeshards is very rare happenstance. I have yet to get that many in all my games. My max has been 3 and I still felt that the spell was underpowered.
+ Increased the XP needed between levels Such a relief to see the devs are listening to testers and making solid improvements to the game. [e digicons]:thumbsup:[/e] I hate to be a bother, but could we either get the XP to divide to each unit equally or hear some logic as to this design decision? I like getting XP in huge amounts, but it makes for a more interesting strategy game if smaller armies are getting
I would love to see a Wildland race that gets awesome bonuses to a specific tile type. So many options to flavor up tactical battles.
The Minion Path would be the standard changes to your abilities after completing the basic Dungeon with a level 1 city. A level 2 city with the appropriate technology (either found questing or by research) will open up the Level 2 upgrade options. I would like to be able to have these become available to build, in a one per city sense. though your other cities will be capped at level 2 as a trade off for such a powerful Tower. Building a Conjurer's Circle on top of
A revamp of the improvements. Hopefully multiple upgrade paths. [e digicons];)[/e]