Derek, seriously, why is Alliance tech so late in the tech tree? I would love to wage wars between pacts of kingdoms vs empires, or to face the threat that small civilization I am about to sack has powerfull ally. I remember both things from Galciv II and it worked great, spicing up the late game. But now, by the time alliances are possible, its usually all over. Also, there should be more options for diplomacy/influence rich sovereign, like breaking NA treaty, Alliance and more...whi
jirkaesch
There should be of course separate line of techs and/or improvements, that upgrade militia. Something like City militia-City watch-City guard line, adding better armour and weaponry and chars, that would be great. Still, militia could retain some weaknesses compared to regular units (init? accuracy?), but it would greatly improve cities as true bastions of power, as mentioned. Some factions could even get some of these militia techs from the beginning (e.g. Defensive trait?). May
Is the map pack online yet? Just saw the ad on the FE website...
Yeah, congrats and good luck Stardock! Hope FE rocks [e digicons]}:)[/e]
I just encountered this "pleasant" experience once more, in 0.99 game. After some attempts, I was able to sign NA treaty with AI (cool relationship). Three or four turns later, AI breaks the pact and declares war. Now really, whats the point here? This is supposed to be the final version? Every faction should get SERIOUS penalties for breaking NA pact (I am not aware of any direct penalties right now) and it should EXPLICITLY COST them something. E.g.: - NA pact (and fres
StevenAus: Yeah, as far as I know, this has been suggested numerous times. They could have at least leather, maybe armor one level lower than current tech with some special building? Armor upgrades for militia could be linked to special technology branch, building...many options would be suitable.
Wizard1200: +1 Maybe I will start with catapul at level 3. BTW How about that buoilding that gives you one for free (watchtower?)? Some basic armor for the militia maybe (linked with some technology)? [e digicons]:pout:[/e] I also like the direction devs are trying to take. Conquering higher level cities should be always major undertaking, ergo even more difficult in case of capitals. Until mid-late game, capitals should (assuming they got at least to level 2-3
Wizard1200: Interesting ideas! +1
Well, the bigger (more epic) armies, the bigger immersion...at least for me :) It is a small thing, as I otherwise pretty like the game, but when to ask if not now?
Derek, I know its kind of late...but are the unit sizes (currently 3/4/5/7) definite? Every reduction in unit size kills the immersion a little bit, at least for me... Have you considered going bigger unit sizes, like 5/7/9/11? Not only it would let us lead bigger armies in the late game [e digicons]}:)[/e] , but it would also (i) stress the importance of units in the early and late game, thus help the AI (relies on units) and (ii) keep the smooth differences
It is quite funny and addictive game and I really enjoyed the time in Beta. I like Stardock culture, SD is one of my favourite SW companies so far...and FE could be another great piece in the puzzle:) Hope it does well...good luck, FE!
In case you slow down research and production, there should be also reduction in xp gain for heroes, shouldnt it? At least in case you want to keep all the game parts (cities, heroes) in constant relationship...otherwise, with slowed cities and research, the heroes will rule.
+1 parrotmath I have exactly the same idea (increased financial loot) in mind since I saw this banditlord tweak.
Guys, I am afraid we reached kind of dead end here... Obviously, Stardock wont really nerf heroes (sovs & champs), because hero development (levelling) is one of the main selling points of the game. It is entertaining, well done and funny, as most of you confirm that by playing the game even in solo mode. It is what most of the players (and guys writing reviews:)) will see at first and they will like it. And you want to hard-nerf this, by e.g. halving the xp gains? Halvi
Nice changes! Looks like this changelog will really become monstrous by thursday :) One question though: since we get nice new traits for solo-ish heroes (like Loner champion), is there any chance we get some real, juicy traits for general heroes relying on units? Not only cautious accuracy etc. bonuses, but some real +attack meat! :) Something like - Warlord - + attack for all units in stack - Attacker - + attack, - defense for all units i
As of last patch - surprisingly significant difference, good job! Units much more useful, heroes much more fragile, at least in my game. Looking for the next steps, keep up the good work!
Derek, any chance wildland allies like wildling or ogres get more love? Or do we have to field lvl 1 wildlings vs. late game plate mail knights? [e digicons]:)[/e]
Voted good...last patch helped a lot (hero vs. units balancing), but more ought to be done. Imo units and spawns need more love.
As of Brad´s post: interesting proposal…I hope it will help! In my eyes, however, I see heroes still quite differently… Coming back to Warlords III, one of the greatest fantasy games, there were also heroes with different paths, like in FE. Generals, mages, alchemists…and of course, warriors. And yes, they can become quite powerful. But the game and mainly the combat system was set in such way that even though godly hero can take on tons of crappy units, he
"Well, the benefits with the system is pretty obvious. It's called strategical choice. Do you go for better weapons and armory first, or do you go for huger squads (meaning more hitpoints and more concentrated arms power), or perhaps I want to fit more heroes and units into an army (Having 5 instead of 4 units in an army of course can mean a great deal too)?" This is more virtual choice, in reality. In any of my games (challenging, hard), I was still able to researc
@Heavenfall: Yeah, thats it! Sad if any of those ideas wont make it...
@stein220: yeah, that is definitely a way to distinguish light vs. heavy. I know the whole concept is a bit chunk to implement, but i still hope at least the most obvious things get in, like: - spears attack bonuses vs. mounts - archers attack bonuses in urban combat - cavalry bonuses on plains - some unit/gear/trait bonuses vs. heroes etc. And at least SOME terrain modifiers would be great as well... but hope is the on
Thx for positive responses! Yeah I know is not that easy to implement, but it seems like very logic and obvious system for me. What can be done within the current system? Hero nerf, some new units with current gear...maybe with lots of folks complaining, some new juggernaut-like units? I am afraid that wont break the ground... Such global change like unit classes and terrain modifiers would help the game a lot, at least in my eyes.
For me (and clearly I am not the only one), the solely greatest problem FE has are its mundane units. Generic, no flavor, weak and unsympathetic… I tried to think up a solution that can be easily implemented without requirements of any new feature or advanced game mechanics. And I think this solution lies in unit classes and terrain modifiers . Unit classes – most of you know that, it is history proven, real
Yeah, I suggested the same here: https://forums.elementalgame.com/432404 . They shoudl definitely be upgradeable/scale.