You only have to look to the Heroes of Might and Magic series to see siege combat done well. But guess what? Attacking cities/castles was my least favorite aspect of that game. The rest of the game was fun; taking a city was work. The same series also added some line of site by adding obstacles to the map that affected range combat. I suppose some liked it, but I just found it confusing.
coyote303
I'd like to see a 10-percent experience boost to the highest rated champion/sovereign in a stack when there are more than one. Tied highest rated champions would split the 10-percent bonus. I believe eliminating the experience split would be a huge mistake. However, the 10-percent bonus would make having a lieutenant in your stack a bit more viable.
- Designing and playing different custom factions - Playing different sovereigns (i.e., mage, assassin, etc.) - Leveling up my sovereigns and champions - Finding and winning equipment that I can use
I like Commanders. In fact, one of the cool things about this game is some people will say a certain type of champion/sovereign is a poor choice, and you'll find others who disagree. So, I'm not saying you are wrong; for you, Commander probably is a poor choice. However, for some of us it's an excellent choice. When you get a champion Commander (as opposed to your soveregin), it's an interesting game decision how much effort to you put into leveling him. I'll
It's difficult to hit that sweet spot in any 4X game. For example, a friend and I play Endless Space cooperatively on hard. I would say our games have panned out this way: Too Easy 30% Reasonable Challenge 30% Challenging 30% Too hard 10% So, we are playing the right level for our skills, yet nearly 40 percent of the games are less than satisfying. Since you consistently find one level too easy and the next too frustrating, I like davrovana's sug
1. I'd like them to clean up how militia are handled in multiple battles. 2. I'd like them to fix the summon wildling bug (AI casts it; nothing happens). 3. I'd like to be able to modify custom factions. 4. I'd like an option to disable the computer being able to use the Undead faction. 5. I'd like a button to force my units to move without ending my turn so I can then find any units with leftover movement. 6. I'd
[quote who="LordFrankoo" reply="80" id="3433410"]2. retiring unit don't retire the unit next time when i start new game [/quote] I would like the option to either hide the unit in my present game or to permanently retire it for good.
[quote who="Fallenchar" reply="7" id="3432488"]Primal is correct. Weird but true.[/quote] "Weird" isn't the word I would use to describe it. "Stupid" isn't really the word either, but I'm trying to avoid profanity. EDIT: I assume we are talking about the #$%^ behavior that experience is reduced for troops when there is more than one hero and not that Primal was correct!
[quote who="Primal_Savage" reply="4" id="3432466"] Units get 50% of what champions get. So they would be impacted, yes.[/quote] I am going to have to check this because I would have said 'no.'
I'll answer your first two questions. 1. Two heroes split experience between them. Three would split it three ways. However, because the amount of experience needed for each level goes up so rapidly, it's not a choice of having a level 10 hero versus two level 5s. It's more like having a level 10 hero versus two level 8s. 2. Yes, 5 is the max.
You will find some good "Dead" tips in this recent thread: https://forums.elementalgame.com/451131/page/1/#3431788
[quote who="GFireflyE" reply="14" id="3431722"]However....if those summons stick around for several levels....especially the Air Elemental and the Earth Elemental.....they become very powerful.[/quote] Very true. I'm more careful with a strategically summoned elemental than with one I conjure up in the middle of a battle.
[quote who="GFireflyE" reply="11" id="3431666"] I think a summoner army is a really cool way to go about building a mage. Get the familar so that you can double cast all your summons. Work your way up the summon tree. You have yourself a low maintentance EPIC army smashing everything in it's path.[/quote] Agree! Summoner mages are powerful and a fun alternative way to play a mage. It's also fun to summon powerful units that are also expendable, so you can
[quote who="Apheirox" reply="19" id="3431435"]The big question is: Why do you insist on trying to pick my suggestions/thread apart? Would it be so terrible to make a few adjustments so that the RNG can't screw over an Undead game as badly, and so that the faction isn't as terrible overall? Yes, it's a single-player game... but why not make it a good and balanced single-player game? The Undead can be both unique and not broken... so why not make this improvement?[/
Wouldn’t it be cool if they made a low-growth race that had some special advantages to make up for it. For example, this race would be able to win battles others couldn’t tackle. It would be challenging to play as you would have to carefully consider whether to build another pioneer (as opposed to just cranking them out with a normal race). You would have to consider whether and when a new city site is viable rather than settling every spot
Hmmm. A post above gives a viable strategy on playing the dead successfully. Another post says, "it won't work!" Guess who I gave Karma to? [e digicons]:D[/e]
[quote who="Fezziwig" reply="18" id="3430312"]Hmm..it doesn't appear to work that way for me. I'm not using any mods that would appear to affect that.[/quote] I just tested this to be sure. If you are neutral with someone, you can use their roads freely. However, if you are at war, their roads in their territory won't give you any movement bonus.
I have been looking seriously at Distant Worlds after reading about it in this thread. However, I have always preferred turn-based games. So I didn't like even a fine RTS game like Sins of a Solar Empire. Does DW play like an RTS, or does the pause feature make it feel more turn-based?
[quote who="Fezziwig" reply="16" id="3430263"]As in Civilization, enemy armies should not be able to use roads within your area of control freely-they should be treated as using the terrain as is.[/quote] This is how it works now.
I like my fire mage. I also give her life magic as a secondary school so she can cast a heal as needed. Once you get the skill that gives you -1 to cast times, you can cast fireball without delay (and without possible interruption). You can also use Flame Dart to 1-shot almost anything by that point. Her only weakness is when she goes up against something that is immune to fire. Even then she can shrink, grow, and heal if needed.
I would play the game for a while before getting any DLCs. The DLCs extend the life of the game, and I have them all. However, the basic game does not need them in any way. Later, when you would like some variety, then start DLC shopping.
I am spending a lot of time with Endless Space. I prefer turn-based games, which the OP does not. However, in multi-player, you play your turns simultaneously, so there is little waiting around. Also, the more I played the game, the more I liked it. There is also Sword of the Stars; I spent many hours with this one. It's also turn-based except for the combat, which is real time. There is now a Sword of the Stars 2, which I never got into. Some people really like it. However, unlik
It's an interesting idea. My guess is that it won't happen in this game, but perhaps in the next version of FE/LH.
[quote who="Apheirox" reply="20" id="3428621"]It's all fine and dandy saying "Don't attack where you can't win." Yes, that's the facepalming obvious conclusion to the current, broken system and the very thing I'm criticizing! My point is only-attacking-when-guaranteed is a luxury you only have because the AI doesn't mobilize its armies properly and station them where needed in due time - if it did, your genius strategy would drop to the floor and could no longer mask h
[quote who="Apheirox" reply="16" id="3428489"]Who do you think will win?[/quote] If my troops aren't superior and my sovereign isn't overpowering, then the answer is nobody because I don't attack. Now if my troops are superior and/or my fire mage can cast fireball without a delay, then the answer is I will win. (I don't always play a mage, but it does make it easier to take cities when I do.) If you attack a city, it should never be a question whether y