[quote who="Cruxador" reply="6" id="3063462"] Quoting Goldseeker, reply 5Heroes can't be everywhere at onceThey can if you have a caster with the third tier of air spells.[/quote] Speaking of problems... :p Yeah heroes should be epic in proportion to packs of normal units, but to the point of normal units being completely obsolete? As I said elsewhere, it's intrinsically hard to balance the persistent RPG aspects with the static 4X-like units tha
scyldSCHEFING
Definitely more and more interesting spells. I'm hoping for more branching quests. Maybe there could even be some sort of quest-generating system that still manages to keep each quest story feeling relatively unique and internally consistent, though that's probably asking for too much.
My response to the question: If I pass every Turing test, does it even matter? :p
In a recent game, I noticed a fellow kingdom settled a city uncomfortably close to my territories, and so I went to war with that kingdom, captured his city well before it had any significant defenses, and a season or two later bought a peace treaty with gildar and diplomacy points. There seemed to be no long consequences of this action, as it really wasn't long before we enjoyed a "Close" relationship. Should there be a more permanent memory of conflict that makes other f
I'm just wondering which sorts of units people generally use in the game, at least in the early to mid-game before heros' power becomes out of whack? Personally, I find it completely useless to construct units. It may simply be that I haven't played a game long enough, but I find that the pre-constructed units are simply more powerful, and since they keep up with the latest armor and weapons, I can't really design anything better. I can't see any use for designing
I know there has to be some sort of scaling cost with upgrading, since I've had different costs for different degrees of unit upgrades. But you're right: how exactly are upgrade costs calculated? Also, they should probably not scale up so quickly.
[quote who="Lord Reliant" reply="4" id="3063670"]Master of Orion 2 had two types of heroes- Governors (who stayed at positioned planets to improve them) and Fighters/Captains/I can't remember the name, the point being these other heroes were on a given starship, improving its performance. I don't know whether it would be necessary to create two different classes of hero, but certainly having attributes that reward staying home to defend and administer things should have some sort of r
[quote who="Sunjah_Kahn" reply="61" id="3060686"] Quoting Thoumsin, reply 58For these not in the beta like me, you can enjoy the first video made by a beta tester : Umm, this is not in English. I would love to know what it says.[/quote] To understand the language of FE Beta, you must be invited to FE Beta! :0 But seriously, this is finally (nearing) the game that we hoped WoM would become. FE in
Well, certainly the Adventurer's Guild partly compensates for this. I can see that it'd be a difficult balancing act to, on the one hand, keep governor heroes leveling and being useful while stationed in cities, but on the other hand not make it so that adventuring heroes could more easily level up by staying in town than killing enemy armies.
Eh, King's Bounty is doubtlessly fun, but to me the whole thing feels a bit sloppy, like a bunch of elements plopped into a blender and blended into a smooth paste, rather than a carefully constructed game. The scaling of enemies is really strange: you'll often find a weak army right next to a deadly army. Building a fighting force consists of randomly finding whatever units you can recruit, so your fighting forces are rather motley-feeling and mixed up. Age of Empires: Shadow
Or, make tactical spells scale with intelligence too...
No... why? I see no reason for this... The consolidation into three tech trees is fine. Perhaps techs need to be switched around, or whatever, but reducing this further to two tech trees is entirely unnecessary.
[quote who="Mtrixis" reply="3" id="3063253"] As for the multiple Paths... I'd be ok with restricting it only if they greatly expand each path's trait tree, otherwise you'd quickly run out of interesting levelup decisions to make, which would be less fun.[/quote] Yeah. That's the problem right there. Well, that's ONE of the problems. As others said, it also gets boring to be stuck with pure heroes. Heroes are get too powerful too quickly, but I don'
I haven't gotten to the point where I've gotten it myself, but I've been on the receiving end of it. I dread seeing "Maul" on my screen, at least when it's not followed up by "Dodge." Yeah... it needs to be toned down a bit, even if it means that other aspects of "maul"-ing monsters need to be tweaked.
Well, there just needs to be more of other kinds of units and attacks besides melee. Too much melee, and ranged-capable player units are too powerful because of this. I have to say though that I've found there is room for tactical placement of units. My units with high defenses try to block the enemies on most sides while leaving a single side open for my my higher attach units. That said, yes, there needs to be more tacticalness in tactical combat, but including more rang
I agree with everything, except I'm worried about giving heroes/champions wounds EVERY time they fall in battle. There are just so few in each map, it seems... But perhaps the suggestion is a good one, and the problem noted here suggests another issue that needs to be addressed. As for charging a fairly heft mana penalty, personally I don't think that's a "fun" alternate solution. Magic is "fun." Saying goodbye to magic for a while as a death penalty is "not fun."
[quote who="StevenAus" reply="8" id="3062690"]How do you upgrade an army unit's armor and weapons? And can this only be done for units that had that upgrade possibility when their unit design when created?[/quote] When inside friendly territory, click the small button with two arrows pointing up on the far right side of the unit/army pain. In the pop-up, there'll be a button that says something like "Upgrade Weapons." I was wondering
Hah.... compared to WoM, this may as well be gold :p
In WoM, there were issues with balance between summoned units, hero units, and recruited military units. I hope that this is just an early-game imbalance and doesn't reflect an ultimate imbalance between two unit types :p
I agree. As it is now, there may as well not be any difference in yields between different squares, even if the 8 surrounding resource squares are considered in base resource generation. Each new city may as well just produce the same number of base resources before improvements are built.
[quote who="delijoe" reply="6" id="3058120"] Quoting scyldSCHEFING, reply 4 Quoting RooksBailey, reply 2I never played MoM, but what you describe is exactly the type of fantasy strategy game I always wanted to play. Well, I don't think Stardock will mind if I tell you all that you can buy MoM from gog.com for $6... http://www.gog.com/en/gamecard/master_of_magic Gog.com is run by "good guys," like Stardock: no DRM, reasonably priced titles, etc.<b
I've played the tutorial and a few turns in beta. Some improvements at least over WoM are quite tangible. Also, I just read the Survival Tips! , and I must say that I like the philosophy and ideas behind the AI design. I don't know if they were driving the AI of WoM (because frankly I just couldn't stand the game to get into it that much), but regardless it makes the world feel hostile in a way that is totally in ke
Ok, NOW it's January 19th at 3:00!!! WHERE IS IT?!?!?! Oh... 3 PM. Not 3 AM. Guess I'll just keep pressing Ctrl+R for 12 more hours :p
[quote who="Frogboy" reply="1" id="3058018"]http://flashofsteel.com/index.php/2010/09/08/three-moves-ahead-episode-81-elemental-post-mortem-with-brad-wardell/[/quote] Thanks Brad. I'm sorry to drudge up unpleasant memories for you, of course... not like this newly announced beta release hasn't already plenty of times, I'm sure. Hopefully this'll help players that are interested in participating in the beta!
[quote who="RooksBailey" reply="2" id="3058009"]I never played MoM, but what you describe is exactly the type of fantasy strategy game I always wanted to play.[/quote] Well, I don't think Stardock will mind if I tell you all that you can buy MoM from gog.com for $6... http://www.gog.com/en/gamecard/master_of_magic Gog.com is run by "good guys," like Stardock: no DRM, reasonably priced titles, etc. <p