Well I agree that pioneers are too cheap and that they should cost more then a normal unit but it is better for the AI if they are still kinda cheap. All the problems with pioneers like too many outposts and cities can be fixed by other means like adding upkeeps to outposts and some sort of penalty for having too many cities. Pioneers aren't the real problem, city and outpost spam are. I also agree that the pioneer ability should be a trait instead of a weird hidden ability.
DsRaider
I usully play medium maps with 8 players, and the AI expands so fast you have to rush pioneers off the start. Your start seems pretty good, I usaully get a workshop second because it allows me to build other stuff faster but maybe that's just me. I'm glad you see the same balance problems that I do with monsters. Any champion can kill the beginning monsters himself and thus level high enough to kill medium monsters by himself and onward until they 
[quote who="Hemmy245" reply="144" id="3136465"]My verdict: Ripe for abandonment. Still a total lack of immersion. (just read 80% of the posts in this thread to see I am not alone with this) And I fear it will be so at release. I see no difference in this title compared to the last one when i comes to gameplay and immersion. You might have sprused up graphics and added a few variables, but you are still using the same concept, the same engine and above all, the
[quote who="ximxim" reply="9" id="3136220"]Building pioneers means you're not building buildings or martial units - that's a tradeoff.[/quote] Only in the sense that if you are getting robbed at gunpoint you could choose to not give them the money. A real choice requires outcomes of near equal value and that simply doesn't exist for all the reasons stated above.
[quote who="Sethai" reply="20" id="3136094"]I'm going to echo the comments about the blue canyons. They're great in themed zones and in numbers, but just look wrong in general human ground.[/quote] Maybe make them more greyish, or change color in different terrains. I think grey would mix with the different terrain types better.
I believe it was originally Seanw3's idea but to balance Stoneskin maybe reduce or remove it's blunt defense. It would definitely go with the increased emphasis on weaknesses.
Maybe instead of granting a set amount of growth inns and other population buildings could multiply existing prestige growth. That way prestige still matters.
Yeah this thread is about adding more interesting terrain and making maps look better. Right now FE random maps look a little artificial, like golf courses. They really don't feel like living worlds to me.
[quote who="Hawawaa" reply="65" id="3135836"]Brad- right now your army size is limited until you tech up, make that the same for how many cities you can build/control (and outposts too) related to certain techs. It would be nice if certain areas you can't setup at until certain techs are meet and or cleared the land.[/quote] I would prefer to end city spam by adding an unrest penalty for every city because if you place a direct cap on the amount of cities it will mean you should a
Bump, because it has been updated.
If we get arctic then we definitely need icebergs offshore and maybe spells to create them, so water mages have something to use to traverse water. As a sort of water version of raise land. On that topic the map would be spiced up if all that coastline was broken up by some rocks. Either out in the water or attached directly to the coast to break up the the straight awkward lo
Seem like cool ideas to me, let's hope Derek agrees.
Very cool thread! I will just throw in support for lakes that aren't just coast, which would look really cool mixed with swamp. I also really like the idea of arctic land, and rocky cliff hills. To them I will add that forests should partially climb mountains and you could break up the green grass with savannah, which would be more golden or yellow. <img src="http://img14
[quote who="Frogboy" reply="8" id="3135581"]I did read your post, DragonRider/DSRaider, it was very well thought out. But it's not the game we're making. The ideas I've seen posted are an anathema to my own game playing preferences.There are a couple of very promising 4X fantasy games coming out this Summer that might suit you.[/quote] [e digicons]8C[/e] I'm not sure why I'm included but in all seriousness when I post I almost always suggest things
I voted fair. There is a lot of cool new stuff but it is overshadowed by all the balance issues that have popped up.
I find the beginning of the game really boring because monsters can be soloed with your sovereign and pioneer spam. I think pioneers should require a level 2 city so you can't land grab off the very beginning of the game. Right now the start is boring and the whole fighting the world thing never happens. You should be fighting to survive in your capital from rampaging monsters for the first few turns. The difference between start locations and all possible city locat
I 99% agree. You bring up a lot of important issues. The reason pioneers are so so cheap is so the AI doesn't get crippled when his die. I hate how the first thing you build is 2 or 3 pioneers in a game. In order to fix this I think pioneers should be made slightly more expensive, then say scouts, and require a level 2 city. Monsters are supposed to prevent you from expanding at the start of the game but they don't because the are to weak. I don't think that growth
You don't. That is the Pit of Lost Voices and had not been finished yet. It will probably be part of the end game quest.
I am really disappointed that the mechanics behind the slave-lord abilities are closed off to modders.I was thinking I would be able to create all kinds of cool things based off its xml but that is not the case. Player &
[quote who="Stupidity10" reply="16" id="3135088"]4) Monsters do not threaten you enough, by like turn 30 I usually have destroyed all nearby lairs allowing me to attack other players with my entire army. Lairs should be harder to destroy and should actually threaten nearby cities. Only Death demons, drakes, obsidian golems and umberdoths last more than 40 turns but they dont spawn threatening monsters so you can ignore them.[/quote] Ya I have noticed this as well. The new armor values
[quote who="Glazunov1" reply="11" id="3135029"]I agree, I'd like to see the Yithril as a very individualized force, something like the horse archer barbarians of yore: fast but primitive, relying upon speed, ranged attacks, and threats to achieve their goals before other, more sophisticated races meet them head on. Given an early enough start, with horses and bows, they could create a steamroller effect. Playing them should be a challenge, and a very different game from the others--which
I think that as is there is to much variance between city building locations. A range from 5/5 to 2/2 is way too much and serves no purpose. While it's a good idea for cities to have differences due to starting resources they shouldn't be divided into bad and good locations. Building locations should probably run from a total of 6 to 8 resources. Even that's a 33% difference. So they should have minimum of 3/3 or 4/2, and max out at 5/3 or 4/4. Within that range there is tons of r
The ideal situation in my mind is one where a player with a military advantage has to think to themselves will taking this next city really benefit me or should I just leave it even though I could take it, instead of always thinking yeah free research and gold. So having a large blob doesn't mean game over. I would like it if military powers could amass a large empire but it would be possible to overextend if they weren't careful, and for it to be possible to play a relatively peacefu
Sorry that was a mistake it is fixed now. I thought I had doubled posted but apparently not.
Yeah I could see some sort of oracle ability or improvement working working as an alternative to the normal civics buildings. Although this would be more for very magical teams like say Roseln then Yithril. The only problem with my Archeology idea is that it might be a little inconsistent. Maybe instead of always granting a set amount of tech points every time you kill a monster lair there could be a chance of spawning a Dig Site which you can build on to produce research. Witho