Guys, keep in mind, it is my belief that they probably said mods were off for a reason. Please do not submit crash reports or bug reports from any game with any mods in it, even if they appear to be caused by vanilla. Because that's really the only reason I can think that they did what they did.
Heavenfall
Ya, seriously. Are you guys even considering the abuse and exploits these immortal never-get-injuries champions will cause to the game? All you need is champions, doesn't matter if they die, they lose nothing from dying anyway right? I recommend anyone who thinks the current system is fine, to play a game. In that game, get two champions. Play with the exploit in mind. Go kill monsters to level-up, then kill the enemy factions. And then come back here and tell me it wasn't rid
It's actually still there, if you use some tricks to reach it. But I figure they've disabled it for a reason. Although I can't for the life of me tell what that reason is.
If I'm not going to be doing it, and still get the rewards, what's the difference? Add a whole new set of parameters that have no impact on the game? Talk about useless gameplay feature. It's a hammer where we need a chisel. I agree that cities sprawl terribly, but this is not a fix.
Give them a damn injury, seriously. They went down. There should be a HUGE penalty for that. Hell, they used to fucking DIE in E:wom.
Making buildings upgrade-o-rama instead of taking their own tiles would certainly fix the sprawl abuse, but I fear it would also bee-line every city. I mean, you'd pretty much lose every interesting choice that is currently in the game for cities. Or is the plan to have mutually exclusive upgrades? Ie barracks can become garrison - extra militia - OR fortress - extra defense for stationed units?
I really do not like this idea at all. It sounds absolutely awful in terms of "fun". I might enjoy this once or twice, but is it something I'm going to enjoy doing 100 times? Absolutely not.
They are supposed to... that's the order in which they will get their turn.
Imho, that's too drastic. I, too, enjoy the empire-building as it is in the game right now. I'd rather improve on it than throw it out. Fix the faults, keep the graphics. Another option that I've seen come up in the past is simply making cities smaller. Right now, one tile consists of 2x2 citytiles. Some improvements take 1x1, and some take 2x2. The suggestion is to increase the number of citytiles each tile gives, so instead of 2x2 you get 3x3. What it means in practice i
Forgot the one new city function I want the most, besides sieges: artifact forging. Oh yes... one lvl 3 building to unlock it. One lvl 4 improvement reduces time it takes to complete. Four lvl4 mutually exclusive buildings have a chance of adding elemental damage. One lvl5 building that gives you a very small chance of producing unique items (highest quality).
The largest problem, imho, is the sprawl and that you can enter it at any point. Perhaps we should only be able to enter the city in the middle tile. Or, if that is surrounded, one of the 3x3 tiles around the original tile. The other tiles would either be blocked completely from passing, or they'd just be "decoration", you can stand on them but that's it, it won't make you enter the town. Enemies attacking the city would be able to attack any tile though. Caravans would have to tr
The game is showing you what the result would be of equipping the selected item.
The option is actually in the in-game Options menu, bottom left on gameplay if I am not mistaken. Could also be Video bottom left. Edit : Sorry, I didn't realize this was in the E:wom forum. There is no way to bring pedestrians back in E:wom.
I got this ability called Tangled Web used on me in a quest where I was facing off against a Ravenous Harridan. The spell appears to do nothing at all. I cheated and looked in the XML - the description says Target enemy is immobilized for 3 rounds. This absolutely did not happen.
I found a goodiehut and it said something about me discovering an ancient text from the past. I have no idea what this means. I cheated and looked in the XML - it gave me research. This should be told in the text.
I found an item that I believe is supposed to be a one-time use, called the Silver Flute. However, the item is actually equippable. When equipped, it cannot be used in combat. When un-equipped but in one's inventory, it can be used. I assume it should not be equippable at all.
I realize there is that option, but I LIKE the option on.
I got this ability called Gambler's Strike that says it deals double the damage if it isn't resisted. I used it on an enemy, and it did 5 damage. That doesn't make sense to me, because the original "range of damage" for my unit attacking that particular enemy unit was 4-8. So, even if I rolled a 4, I would at the very least do double the damage ie 8 damage.
I don't see the harm in keeping the option. I used to play with the option on in E:wom, but I don't like it at all now in FE due to the locked camera angle - it makes the camera move much more than it did in E:wom when I was often watching from above already.
Champions should gain injuries when they fall in combat but survive because you won the fight. That appears to be a very good suggestion to me. In fact them not getting injuries is extremely overpowered once you start thinking about how to exploit it. Imagine, you have an immortal shieldwall in front of you of 3 champions. So what if they die? You don't lose anything from it except a little xp. That makes champions the most expendable in any tactical fight. That's dumb.
Yes, that is true, RavenX. But you are forgetting that there are also many, many traits that give you spells. These are very important. I see only three or four melee abilities, but there are I think more than a hundred spells. Certainly we can go on and on about how spell gameplay differs from melee. That isn't really the point. The point that is important, in my opinion, is their relative strength in game. And currently, melee in the early and mid game outshines spellcasting thr
I've been looking into what exactly produces yields, and there are many factors. Numbers are also rounded all over the place. It absolutely reaches a point where the information is useless. All we need to know is what we see in the game - exactly what tile will produce the most yield. For using the spells that turn barren land into places we can establish cities in, this advice is what I can give. Rivers are the best, but you can't build on them so they should be at the edge.
Host it somewhere, like imgur.com
I would like to add more spells to the game, that are running buffs, like Regeneration. But these spells would be tailored towards spellcasting, instead of melee. Almost every buff spell with mana maintenance currently boosts a character's survival or melee capabilities. Why not a spell that adds 20% spell damage? But it is important to note here, that spells don't really need buffing . It's melee champions that need nerfing. Melee champions are overpowered a
What I'm seeing is that melee champions gather in power a lot faster than you can research and train units in cities. They are very strong in the early- and mid-game. I think you guys are underestimating the strength of magic - in particular, the offensive skills of empire Death magic is very valuable at even the lowest levels in the game. But they still use mana, and it does run out sooner rather than later. A melee champion never runs out of juice. I haven't really encounter