I have been playing as capitar against the empires. Yithril has been a fun opponent making many Juggernauts, some even wielding spears. In a fight recently I cast shrink on one, he was using the big axe and after the spell took hold, his attack and defence went to 0, 0. It could be a bug, or the axe could be too big for the baby Jugg!
Cynjian
To reflect that the troops and heroes work better when grouped. To give some incentive to do so. If you don't group them nothing has changed. You can have your hero group traversing the countryside, and your units slowly filling towns. The AI is already fairly effective at combining troops and heroes, they would get a little boost and it could promote the need for the player to respond similarly if so inclined. Any of the numbers could be tweaked
Having played a number of games I have a couple of suggestions regarding troops and heroes. When troops are grouped with heroes give them each a bonus: Increase the movement of non-mounted troops by 1 Increase the attack of all troops by 5ish Increase the defense of all troops by 3ish Increase the Heroes attack and defense by 1 for each tr
Thanks for the reply, I figured out that it was just a hung game. When the game froze on season 250 it just seemed weird to me.
I like the cloth map improvements quite a bit. If you could tell what type of city (fortress, town or conclave) from the cloth map that would be a handy addition. All cities have a solid shield symbol, It would be nice if that symbol was the shape of the identifier for the type of city it is. Are we limited to 250 seasons? If so is that a beta only thing? I like long games so 250 would be a drag.
Thanks for the update notes! Looking forward to trying it out. [e digicons]:beer:[/e] Interesting that there can be more cities now, Would it be possible to put in some way to increase city spacing based on map size? maybe a slider so you could adjust the city spacing for different map sizes?
I was going to make a post requesting they die also. I would be fine if they got 1 free redo though, but if they didn't that would still be an improvement. [e digicons]:beer:[/e]
I have been having fun on big maps. I usually intend only to build 3ish cities but by late game I've accumulated many. I either conquer them or find a nice spot in my travels and hate to see it go to waste. Outposts are great too, hard to resist making those, and if they get sacked, why not make 2 more? I think they are pretty close to a good mechanic though. Something as simple as making your second city have no penalty against prestige might help. &n
Thanks for the hard work! Looking forward to trying it out next week. Cheers [e digicons]:beer:[/e]
I assume there might be some performance issues, but hoped that the trade off with how cities are changing would more then offset it. I also thought it would be cool if stuff could keep spawning in these places, but wasn't sure if suggesting it would be pushing my luck. Maybe there could be a raze button when we conquer one, so if we would like to completely destroy it we have the option. For those times when you have a large nasty eleme
I am hoping we could keep the tile artwork for the various random monsters and quests after they have been raided. Since the mouse-over displays are working well it is very easy to see if the tile in question is vacant or not. The artwork is nice and helps immersion, why not keep it around after we tackle it? Many hours have gone into those, and many more will invariably be created by modders. As the game progresses why have the map get plainer,
I have grown from not really liking the city construction (back in the beginning of EWOM) to being rather fond of my goofy sprawling cities. I do really enjoy the artwork currently and the way the zone of influence takes shape around the changing city. I also have enjoyed AOW and CIV which both have different versions of 1 square cities, and I look forward to seeing what the end result of their work will be. I think it will be nice th
I am very much missing the retaliate ability that units had in WOM. I love the initiative system but think it would be good to see the effects on combat if units could do a retaliation strike when attacked. The number could be based on agility and/or a skill or trait(s) etc. or simply be one for most units. It could reset every time the unit takes its turn.
I would find it wonderful if in options there was a section to allow us to set or change certain key functions in the game. Primarily the rotate camera key, but also next unit, next city, etc.. In elemental I was able to reprogram a key to middle-click and camera control worked fine, but that doesn't seem to be the case in FE. Thanks!
That would be excellent since I have such a nice cloth map!
Thanks for the video! Looking forward to the beta. Cheers [e digicons]:beer:[/e]
Thanks for the link!
I kind of like the surprise of what you guys will come up with, but two things I would wish for: Fog of war : After you make the initial pass through an area and have moved on, the second layer of FOW should conceal what is going on in the places you have passed. My scouts have noted a few towns is their journeys and have marked my maps with the locations, but when I have nothing within visual range of the towns it bugs me that I can click on the town
[quote who="Bellack" reply="4" id="3009558"] Quoting seanw3, reply 3No! Use the After the War mod. It patches so many bugs and fixes some really glaring gameplay issues. Does it work for 1.4? [/quote] Yep, it does. I have a big game currently going, and its pretty fun. It adds a good chunk of content too.
Nice gallows there.
Thanks for the update. Cheers!
Thanks for the look into the spells! I wouldn't mind echoing Tridus, Heavenfalls & Kantok's questions. It would seem fitting if there were a bit more defense / dispelling magic, perhaps in the life tree. Cheers! [e digicons]:beer:[/e]
I think an option at the set up of a match/game would be nice. But if it is allowed it would be great to see if the ai races would/could incorporate it.
I noticed that. Maybe they are mainly going for the combat numbers. Although, a few versions ago, I remember a game where the ai made plenty of archers, but the combat mechanics where completely different. Maybe there are some in my current match, I haven't met everyone yet.
I like the way that combat is going. The glass cannon thing is fine, as combat should be deadly. In regards to archery, I feel it would be awesome if the most one arrow could kill would be one troop. So if my hero Felix, who is nasty good with a short bow, shoots into a group of 4 swordsmen say with a total of 16hp, and he gets lucky and rolls 12 damage, the most that would happen was that 1 swordsman drops and the group goes down to 12hp. But i