An area I hadn't considered, but it would make more sense to have my settlement adjacent to a resource if it could upgrade like you suggest. I am hoping a tile limit is added to reduce city sizes. This works well with that.
seanw3
As one of the 1% who played WoM MP, it was fun but bugged to hell from lack of development and autobattles were a buzzkill. The core game needs to be there in FE in Sp before MP is added. Boats should probably be in this version but I just don't really like them that much in TBS. Any MP should have a long petition list of users that see MP as the main draw to the game. Honestly I would love MP, but it wouldn't be very moddable most likely and I have been playing this game for so long
I see this as a good indicator that the Civic Tree is stifled. It should have quests, traits, wonders, different paths for different city strategies, more diplomatic options (like sharing maps), bonuses to trade, upgrades for improvements, and maybe a few random event triggers. Right now it seems lackluster. You only really need a few of the early ones.
OMG I have totally been there in one of my games! I remember saying to myself, "I can't believe the AI would build a city there." [e digicons]O:)[/e]
I am guessing some of this is moot until +1/level is nerfed and the same to Path of [Class Here]. Nice to see some passionate posters though! [e digicons]:thumbsup:[/e] The sooner we start talking about these things, the more ideas the devs have to put on their whiteboards at Stardock Central.
I posted earlier about making a specific Path of the Healer to give players the option to specialize. If not that, we need some balance to alot spells as Mtrixis said.
@RavenX, Can you make hairy skins like a wolf? I would really like to be able to turn my Sov or his minions into a werewolf looking creature. It would be acceptable to me to start with changing the colors and size of current models. That opens up quite a few creatures for every model. New textures would be double great. I seem to think that we can use particle animations on the models to make them appear to be on fire or shrouded i
The vision for FE is a TBS with heavy RPG elements according to the devs. You should be able to use a variety of strategies. I am a fan of leveling a few heroes and then promoting each one of those heroes to leaders of their own armies, as the game progresses. The heroes from the early game have done more and so have more experience. You can find new heroes with varied amounts of experience as well. Armies can be upgraded so that the ones you start with are useful throughout the game (one of
The hard part for summoning is getting new creature models. Perhaps the devs want us to make a post about which ones to add? I would like some werewolves, wurms, wyverns, lizards, snakes, giants, and skeletons for example. I know that the vanilla is shying away from the classics, but it is hurting variety not to at least add some classic creatures.
It was like that in WoM and it made the leveling very unbalanced. The difference there was that leveling didn't matter that much so most people could overlook it. In FE leveling is one of the most important parts of the game and I believe should include some strategic decisions: Who do you want to level? Do you want to risk losing a fight to level a unit very fast? What is the smallest force you can send and still win that battle? Don't you think having
Of course I need to see how much conjuring is eventually added to the spellbook. But if it doesn't make it into vanilla, I am game for some community modding contribution. I have quite a few conjuring animations from the old particle forge that are ready to be used. Come to think of it I have alot of content I never used: it was more fun to build in WoM than it was to play. Hopefully we get new textures and options from the new game's release too. I am es
Great idea! If the Init. is a % penalty, the encumbrance starts getting vital to strategy. Horses would become very valuable and should be be nerfed IMO. I also am surprised that no one has noticed how difficult it is to actually become overencumbered. I think the amount one can carry should be lessened to a reasonable amount. It makes sense that a horse lets you carry more. It doesn't make sense to allow a weakling to carry so much.
I suspect some effort on the devs' part to make sure we are all playing the same speed. I can't prove it, but fast pacing is certainly pretty slow.
As far as spells, I want to get summoning amped up in the vanilla game. I know you can recruit Drakes and Trolls, but summoning a Fire Dragon would be something awesome to see the AI do when losing a tactical battle. Elementals are great, but level V needs some conjuring love.
It has a casting time of 1, which means you cast it and on your next turn you get to fire it off. I would say Initiative is way too powerful for mages and Ashwake Dragons (personal grudge there [e digicons]#:([/e] ). Mages should get fewer Initiative bonuses (simple fix). Timed spells should ignore Initiative or give the caster a penalty during each casting time (good balance). It makes the game sweet when you see a level 20 barbarian surrounded by peons and holding his own. It makes th
Oh snap!
" + Magical Bows are more common as loot drops." Lady Irane will be pleased. [e digicons]:w00t:[/e]
I am a Disciples II fanatic. The art is just so well done. The heroes are OP, but in fun MoM way. Glad to see there are people returning from the wastes of the E:WoM launch with positive feelings.
I know I probably stand alone in this, but I buy only hardware that is already purchased my the largest number of customers on several websites. The result is a medium rang rig with outstanding performance in every game I play. With FE, I am getting the feeling that I will be able to run immense level maps like I did in GalCiv2 and WoM. Common use is a stat for computer hardware that is totally overlooked by even the most hardcore gamers. I find it to be the most important stat when
I am bumping this as it would seem to be a solution to some of the scouting hardships in the beta. Just showing the player a quest location or goodie hut and a few tiles radius would really help survivability in the early game. It would also rock for helping the AI.
I wonder what the devs are doing today?
I think you should be able to cross classes. To me, the problem is that Path of [Class Here] is the best trait in every category. The incentive to continue a path should be based on there being continually better traits as you go higher in a class. That is straight out of D&D (bible for leveling mechanics).
I cannot see a good reason, either as a game mechanic or logical concept, to let every unit in a battle get the amount of XP that is currently doled out. Saying that it should be split between all members, because is a better way to handle XP is an observation of fact. I am sure this has been talked about internally or is at least on the list of issues. It is a glaring problem. I am a little worried that Frogboy said something about +1/level being the problem with hero
@ Mystiqblackcat, The reason one would spend 5 gildar per turn to have +20 food per grain would be to level a city faster. You would also get an overall unit bonus for troops you train there. Eventually the cost would be offset once the population has maxed out from the food. This would be a long term investment for a Civic minded strategy. You would only do this in ci
Maybe drastic levels should be tested? Granary -5 Gilder/turn +20 food per grain +10% to Designed Units HP (Well Fed Soldiers) Double Labor Cost