[quote who="cardinaldirection" reply="9" id="3236684"]Not if the boats are just units with specific traits (and a little love from the frog).[/quote] Unfortunately transports actually take a lot of code and time in order to get the AI to use them at all. This is why transports weren't used by the AI in WoM. Frogboy has commented on this several times. Think about it. You need to build the transports before hand, move them to the units you want to transport, Load the
DsRaider
They didn't just comment on heroes being overpowered they also mentioned that late game becomes broing because all the quests and monsters disappear really really quickly leaving a empty world.
Looking Good.
[quote who="seanw3" reply="35" id="3236504"]The unit designs are almost totally absent any good mage traits because resistance and mastery are not interwoven into the core battle mechanics.[/quote] This. I am tired of sticking quick on all my ranged units.
[quote]B. Four new traits B.1. Water-Walking: available in three levels, each subsequently granting access to rougher water tiles. B.2. Transport: over-rides all movement capabilities of the other troops in the army, also available in three levels, each subsequently allowing larger armies to be affected. B.3. Aquatic: a weakness restricting mobility to water. B.4. Land-locked: a weakness restricting mobility to land.[/quote] I have been pondering how to mod in wate
I'm sure Stardock will wait until the community thinks the game is done before ending Beta5. However I agree that it will probably take them longer then they think to balance the game correctly and fix most of the bugs. It will take them as long as it takes, the end.
[quote who="Werewindlefr" reply="26" id="3236312"] And they're less good than spears, but let you use a shield and are better at fighting unarmored troops than spears. So basically, maces are between swords and spears, a sort of compromise.[/quote] They are also heavier and reduce initiative by 4. Compare that to a sword that increases it by 2-4. 8 initiative makes a huge difference. [quote who="Supreme Shogun" reply="30" id="3236402"]*unhorse - has chance to remove
I would like to see the land restoring spells moved to a dedicated early game tech, require Life/Death II, and given a high casting cost. This is too deal with several issues. Firstly the above mentioned destruction of the land under a razed city. Secondly sometimes you play a game 50+ turns only to realize that there is no where to build a second city. Every once and awhile I get this and it is really annoying to find out you are surrounded on all sides by a huge area of infer
Updated. It's great to see all the changes that have removed things from this list. Great work Stardock!
It's not limited to summons. This is in fact one of the biggest issues in the game because it is every single monster that scales horribly in comparison to troops. Use any monsters lately? Can any monster gain 8x their starting attack and hp? What would help is to just increase the attack and defense monsters gain from levels. Most monster don't gain any defense from levels at all.
Moving this to Support might help it get noticed.
[quote]Changed hit points from 4 (base) + 4 (per level) to 6 (base) + 2 (per level) so a few levels don't make such a dramatic difference[/quote] Super! With this and the armor nerf combat balance and unit design has been improved 1000%. Next on the list is making the upgrade paths for weapons coherent and consistent. Right now only clubs and spears upgrade properly.
I'm not sure the people here understand how Beta5 works. Beta5 is locked down so that all these bugs will get fixed. They have stopped adding new content so that they can fix all the bugs without having to worry about adding new ones. Beta5 could last a long time, like months, and still be Beta5. There is no reason to have a Beta6 because since they are in lock down they won't be adding anything new. Length of time doesn't determine the Beta number, each series has a specific purp
[quote who="Heavenfall" reply="11" id="3234574"]There is an arctic terrain already in, I used it in one of my stamps for rivermod. It is used in the northern waste wildland.[/quote] Well ya I knew that I was just referring to it actually being used outside of that one wildlands. It seems like such a waste that they use it only there. [quote who="seanw3" reply="2" id="3233969"]When modding is opened up, I hope to see some tutorials on how to make our own stamps and mod the vani
I 100% agree.
[quote who="seanw3" reply="14" id="3234387"]Five units have a greater chance for at least one unit to hit. If one unit hits, no others get backswing.[/quote] I thought all units rolled for accuracy together... It makes no sense to me they would do it any other way.
[quote]Check if enemy has 50+ armor, then prioritize target for elemental damage. (Staves too!)[/quote] Right idea but more like 10+ armor. Then the AI should be using dmg spells against them, or curse when the enemy is in combat. [quote]Check if unit is powerful, but wounded, then cast regeneration.[/quote] Indeed, if a unit has a above average armor or attack value and is under 50% health it should be healed. I guess the AI should be prioritizing high armor
[quote who="seanw3" reply="12" id="3234354"]These sound like words from someone who has never used a weapon in battle.[/quote] I don't think anyone on this forum has used axes, swords, or spears in a real battle. Maybe some fencing or martial arts but not a battle. I was thinking counter for spears because of their reach, although I guess it would make sense for them to have a slightly different ability where they counter before the attack then. It would also fit their anti cavalr
Backswing is the one thing I don't agree with here. We already have spears for armor piercing. You could however switch it so Spears get counter, Axes get pierce, and swords get backswing. That makes more intuitive sense to me anyway. Was just playing some more FE and I looked at the weapon techs. It needs some simple changes at least in order to make unit upgrading work properly. -Axes should be changed to two-handed. Currently axes are the only one handed axe so they don
[quote who="seanw3" reply="2" id="3233969"]When modding is opened up, I hope to see some tutorials on how to make our own stamps and mod the vanilla ones. I could spend hours adding in specific terrain features and strategic scenarios. [/quote] I am also looking forward to making my own stamps and map types. I have already been experimenting with creating custom terrains but need the mod tools to proceed further. Hopefully if we don't get snow I can mod it in fairly easily, I am j
Unfortunately because of the terrain system in use by FE it has problems with making terrain and random worlds interesting over multiple games. Not that I don't like the system, it just has drawbacks. Right now the worlds created by FE seem more like golf courses to me then biological worlds. Large greens/purples with sand and water traps. I'm not calling for a huge redesign simply some changes to how existing assets are used. Deserts and Wastelands both look and act
[quote] As I also read in another topic, I totally agree with reducing required production to train troops, especially early game ones, couple that with a better system for 'upgrading' units later down the road as you unlock new tech, would make early game units a long-time investment,[/quote] This. Right now upgrading anything other then spearmen is kinda broken. This is because the effects and weight of weapons and armor change when you upgrade them and a lot of weapons aren
I have been using Aura of Grace to make ridiculous ranged units for awhile now. Once again the problem is the exponential growth in the effectiveness of essence. Also why fire but not lightning and cold?
The tooltip for world difficulty gives the information for AI difficulty levels but doesn't actually set base AI level anymore. It should tell you how it changes monster strength and behavior. Also Expert strength seems not to multiply monster hp, while rediculous doubles hp growth and boosts experience gain. There is a huge diffrence between these two levels. Either this is a bug or expert needs to boost hp by 1.5 or something.
I have fought AIs that have gained control of Deossrynes fairly early. If you avoid the Hoarder Spider all you have to kill is Darklings.