seanw, have you tried modding in events? Are they even moddable? I'd be interested in helping if you wanted to try.
Poko8
I did, it's a great one if done right. They'd have to pick a faction with enough power that you wouldn't want to piss them off otherwise, or one that you regularly traded with.
Trying to think of some "epic" things that could be added to the late game to make it more interesting. They certainly wouldn't all happen in one game, and every game might have one or zero of them, but they'd really add some spice to the game and create more "OMG AWESOME" moments. Desperate Bid for Victory An AI faction that is losing a war casts a desperate spell that warps all of its champions, trained units, and even regular ci
There should be a third option when they try to kick you out, "Bugger off, declare war if you have to, but I'm passing through" and then they have the option of declaring war or not. Call their bluff basically, especially if you're more powerful then they are.
I think it's a perfectly good strategy, and I don't really think there needs to be any alternative. The AI just needs to learn to do it as well, and, as someone mentioned, taxes should default to none so new players don't get the penalty to unrest. There are a decent number of alternate strategies in the beginning of the game based on things like starting location, faction, and sovereign stats, the decision to tax or not isn't really a big one. What would a
I like the idea, maybe add a time component as well - it takes the sovereign or another champion N turns of sitting immobile at the city location to heal the land enough to create a city there.
Henchmen are good OP, but the ability to stack tireless march on the army is reminiscent of the Beta 1 days when your sovereign's army had like 10 move and they nerfed that out of existence. Lots of stuff in the game now is good OP, but I feel like this was an unintended consequence.
It's more than a little OP - I can create an army of my sovereign and 4 henchmen, cast Tireless March on each one, and have an army with 7 move
Playing as Altar, I'm unable to create mounted henchmen or even to buy them mounts and mount them after production. I can pay for the mount, but it never appears. Edit: Tried trading them a mount as well, it disappears
Ah, ok. Thanks Kalin - I'll restart as Altar then, I wanted to try them out.
Same thing - I created a custom faction with the Heroic trait, researched Heroes (which indicated I could train henchmen), and still can't train them. Do they require the Adventurer's Guild to be built? I'm continuing my game to see
Lots of posts have gone out about people not knowing what a monster's zone of control or territory is - what do people think of the idea that each lair has a displayed territory so you know when the monster is going to come after you? It could increase in size when the lair levels - someone (Heavenfall?) requested to know when lairs level. A sort of "build your city or outpost here at your own risk" sign?
[quote who="wthoma2" reply="38" id="3160690"]By the way, how the heck does Bellack know how old I am anyway? Anybody else see the insanity in that assumption? [/quote] It actually tells your age if you click here Or maybe it tells my age, I'm not sure...
[quote who="MisterAedan" reply="31" id="3160546"] Going a little off-topic, Poko8, how does the bandit starting ability work out for you? Do you generally manage to keep them alive for much of the game? The only time I used it they were killed off in my first serious battle, although by that point they had helped my sovereign & champion level a bit so it wasn't a total waste, but seemed less effective than Summoner, for example. When I played against the custom character I create
[quote who="jshores" reply="19" id="3160486"]Can you provide us with an example game start that turns an impossible encounter with KoAs into a challenging encounter within the first 20 turns?[/quote] While I generally agree that they wander too far and are too OP early game, I've successfully dealt with them a few times. Those few times have always been immensely satisfying though. I'll get both my sovereign and my initial champion into an ar
This corrected itself when the city, for some reason, rebuilt the pasture
I have a city with 4 base grain, 2 apiaries, a pasture, and a farm: [IMG]http://img692.imageshack.us/img692/5171/grainaddition.jpg[/IMG] It's added correctly to 8 in the tooltip, but the total is 7 and it is only using 7 in the calculation for total food. Save game here: http://dl.dropbox.com/u/8936258/BadGrainCount.EleSav
With you on #1 - that's mainly a bug, but it illustrates a way for them to be more effective. On #2 - I'm not sure it's wholly a bug. When they have 5 or 6 stacks of 4-5 units invading my territory, there simply aren't enough monsters for them to level that many stacks on. For them to be effective, they need a way to level outside of the standard monster killing. FE isn't Total War where defeated armies retreat but gain experience anyway. Lo
Brandon Sanderson's Mistborn series is excellent as well
Brad wrote in another post, "Players are very good at creating a very sharp tip to their spear. AIs, by contrast, are good at defense in depth. The general problem in FE, is that the current design gives a big advantage to the player with the sharpest spear and that's inevitably, the human player." That set me off thinking about what kind of small-ish game design changes could result in large changes to the AI's ability to compete. To get there, I sta
0.914 saw some awesome improvements in tactical AI - when they have enough ranged attack, the AI will just sit back and pound my troops as they approach. Then, when my melee units get within one turn's move of their melee units, they'll strike. Awesome. Smart. Go AI. I was practically applauding the first time it happened. One problem I've found though - when they have a lot of units, sometimes my units will get in melee distance of some of th
About 175 turns in, many of the AI's that I can see have not yet built gold mines (hard difficulty): [IMG]http://img23.imageshack.us/img23/3997/fallenenchantress133695.jpg[/IMG] That's Kraxis' capitol I think Pariden has, but Resoln (who I killed) hadn't
I'm not sure - and did they mean one post per bug, so I shouldn't list several in one post? Or one post per person?
It's only a token restriction...just rush after one or two turns, the cost is negative and you gain the gildar
Just finished my first full game, it was awesome. So much better than 0.913 even. A couple bugs I saw: If I attack one army and autoresolve, I can move onto & attack another army before the autoresolve finishes. It effectively lets me move into the space taken up by the second army with the same movement point as attacking it The minimum time to train a unit is still 3 turns, but I can rush it after 1 or 2 and actually gain gildar.&