[quote who="seanw3" reply="124" id="3075568"]Apparently they are adding it in after release. Good news for all those people here that have 100 friends to recommend the game to. That will really boost post release sales. [/quote] They will probably add it, it's not guaranteed.
DsRaider
Hmmm a difficult problem. -Yes diplomatically offering you a non-aggression pact should be the first thing they should do. If that fails they should seek to form alliances with other players, and make those alliances very public so you know what will happen if you attack them. Of course the problem with this is the tech req. for alliances. -If they are already splitting their groups then maybe alternating champion groups as levelers and city defenders could work. This is what
[quote who="CrazyHarlequin" reply="6" id="3075409"]Change the armour research system so that the three levels of armour research (leatherworking, armour, heavy armour) instead provide three different levels of improvement of three armour types, light, medium and heavy. These three armour weights function similarly to the three current armour advancement levels, except they are all available from the beginning. The three levels of research improve all three armour types along a three tier syst
[quote]8. The FE specific art is now being integrated (the terrain was still from WOM in Beta 1, beta 1B will have a somewhat different look).[/quote] I would love to see some spoiler pictures of the new terrain....
Indeed I have never found a bow.
Yes either this or allow us a chance to resist dmg spells as if they were curses or whatever.
[quote who="Frogboy" reply="52" id="3074356"]If the suggestion involves getting rid of some basic game feature like technology trees or mana then yes, you're wasting your time.[/quote] This has always been really obvious to me. No way is Stardock going to completly redesign the entire game from the ground up at this point. FE simply doesn't need that kind of work. This is why I always only suggest changes that either could be added through xml or could be added fairly eas
[quote who="CdrRogdan" reply="10" id="3062436"]Honestly I prefer the system as it is currently. It is much more elegent and requires less micromanagement. There is also less potential for abuse and fewer 'minor balance' issues that will constantly require tweaking as new means of abusing this type of system become apparent.[/quote] This. The city system needs improvement but re-adding specialist would not help, just add pointless micro.
Thanks for the info. I'm a bit disappointed I have to wait so long for the next patch, but I'll live. Looking forward to it.
I like the research system. It allows pregression and more city specialization, and I will take as much city specialization as I can get. However I agree that exploring, questing, and archaeology should play a bigger part in the system. It would make sense given the lore. Also the tech trees do need a lot of work and I hope they get heavily shuffled by the time FE goes out. [quote who="CdrRogdan" reply="47" id="3072752"] I intend to mod the game by removing both the civics and warfare
Yeah you could implant a barcode chip into your arm... or you know get a health/identity card or dog tag. This seems like it would only be useful if you have serious health problems and constantly end up passed out and naked in strange places.
Enforcers
My peronal wish is to fight air elementals that zoom around avoiding my melee troops while throwing lighting around, instead of running at me like idiots. That's the kind of tactical battle I would like to see.
[quote who="MadMagnus" reply="4" id="3072582"]Would it be possible to have research applied to a specific tree? [/quote] I don't think its currently possible to mod in but am sure the devs could add it. [quote who="seanw3" reply="2" id="3071976"]I would have quests give you techs that increase research from the Magic Tree. They could also just straight up give you a research tech from Civics.[/quote] Indeed the game is supposed to be about rediscovering lost knowle
[quote who="ElanaAhova" reply="34" id="3072264"]What? The same old discussion about teleport is now going on with cloudwalk. Deja vu. I don't use it much, but leaving it in is an option for some players to use. If a player does not want to use it, then don't. Simple. Leave it in for those who want to use it. Or make it an option at game set up, with a check box to opt in or out. [/quote] The gist of your argument is that it's okay to have a incredibly unbalanced mechanic a
[quote] 1 [/quote] I'm disappointed that caravans are still completely unmoddable. This really limits modders' ability to make total conversions and other cool stuff.
8 factions including me on medium
[quote who="Stupidity10" reply="18" id="3072423"]If the Dmg type system was implemented correctly then it wouldn't be redundant. If mounted units were weaker against piercing attacks then you would naturally bring not only swordsmen to battle but spearmen and in battle you would try to tactically arrange your spearmen to avoid enemy swordsmen and attack mounted units. Basically it makes combat not only about whose got the better equpment but who can control the battlefield. That said you
I'm pretty sure this is a bug with all mass spells.
The first step is to fix the blatant OP stuff like overblow, some spells, movement boosting, and champions. Then fix the tactical AI. At this point the game will be alright, but needs to be more engaging. You are right that monsters need more ranged attacks, abilities, and armor weaknesses. The other half of this though is that basic troops need more options in regards to their own armor in the early and mid game. You need to be able to choose more than leather armor. Also more player control
Shield Bearer, Marauder, Raider, Hoplite, Sword Breaker, Reaver, Judges, Skirmisher, Walker, or Spear Carrier.
[quote who="Sanati" reply="106" id="3071734"]Shared EXP might cause us to split our sovs and champs, but it will also make generic units even less appealing since they will "steal exp." I see people just having their sov roam the map solo crushing everything in their path (it already works, I played a game like that, with a caster), it's not really a better outcome. There needs to be a distinction between unit types in the sharing for it to work, like champs and sovs share exp, but normal
The tech tree right now has several problems. Firstly anyone smart would always go down the civics tree first because that's how you get more research. Secondly it takes forever to get 5th and 6th level techs. May other concern is that when it comes to looks and items you can't really customize your heroes or units until late game. You always end up using the same armor and all your heroes look the same. There is a cool weapon versus armor bonus dmg system in FE, but it never ge
[quote who="Lord Xia" reply="2" id="3071186"]I really don't care for it, but the initiative system helped. I hate that I can't place my troops and I wish that units had ZOC, and the battlefields where more than a flat, square grid. But it's alright. I don't see it as a huge issue. [/quote] We have zone of control, moving next to another unit will end your movement phase. A trait that allows you to arrange your units at the start would be cool. [quote who="Zygwe
[quote who="OrleanKnight" reply="32" id="3071132"]To plan, you'd need an army system & battle system that really works. Currently the one in this game is a laughable joke, I think everyone is being too nice to StarDock - the whole idea of armies and combat needs to be totally reworked from the drawing board up. [/quote] Frankly that's your opinion, I don't think most people on this forum would agree with you. I think the main problem is just balance and the beta just b