The easiest way to implement navies would to just allow the AI to build transports and add some ship tactical maps for when transports meet. Then you could just add trade ships, a few sea monsters, and some water resources. Call it the HoMM navy style. I would like to see a complex dedicated ship on ship combat but I don's see how it would work with Elemental's magic, tech tree, and custom unit design. It would be a lot of work to do well. Maybe they could do the easy part first and a
DsRaider
[quote who="Umbranoth" reply="7" id="2979061"]In short, physical traders are great but not if you have to micromanage them. So I'm hoping to see a change on that front.[/quote] Ya I agree, I would like to see traders changed so that after they die they re-spawn eventually automatically. It would really cut down on some boring and annoying micromanagement. However I love the caravan system in place now, but it hasn't reached it's potential. The loss of a caravan should cost
So just in the hopes of starting a prolonged and interesting conversation: What would you like to see in the 2nd so far untitled expansion? Try to keep ideas reasonable, practical, and detailed. I would like to see more depth added to trade. Currently except to rip off stupid AI's and get free trade treaties there isn't really a point to trading with other players. Which is a shame because the city specializaton in elemental would make trade interesting. Entire empires have be
Maybe check out pioneers since they are supposed to be single units.
I guess Death and Life dispels would also have to work on their own element. Storm is another tactical spell that would be great as a universal. You could sit back on the strategic map and call random lightning bolts down on enemies. Summoning a lightning storm sounds more strategic then tactical anyway. Probably not that effective but it would be fun and cool. I hope it will be possible to mod it in....
A lot of people have complained about there not being enough spells in FE, and that the system is to simple. However we now have universal spells, that work both on the strategic and tactical map. These are a awesome idea that adds a lot to the game and modding capabilities. I just wonder why it hasn't been taken further. Making more spells universal would add a lot of depth with little work.<
I wouldn't get rid of it myself either, I would either make it caster only, or make it level 5 and deplete all movement points. [quote who="UmbralAngel" reply="36" id="2975239"] 1) Teleport does not inherently ruin a game. [/quote] Your right, but implemented the way it is now it does. [quote who="UmbralAngel" reply="36" id="2975239"] 2) We don't know how much any of these spells cost... you can balance spells by changing their cost[/quote] At level
I am optimistic. I think Derek is a great project manager and really knows how get the details right, and have a comprehensive vision. We will have to wait for the beta for confirmation.
Sigh. Indeed magic is magical and all tactics are tactics... What are your points exactly? Your saying absolutely anything goes? A level 1 summon godzilla spell would be fine with because well it's magic, and summoning Godzilla on turn 1 would be a legitimate strategy because in the end all strategies are strategies? The points against cloud-walk are as follows, in a easy to follow list. -It's unbalanced to such a degree that it's the most powerful
[quote who="seanw3" reply="8" id="2974233"]This is ridiculous. Airwalk only works within one's borders. Only 12 units can be in a single stack. Only Titan's Call can teleport one's whole army into an enemy's territory and its a very good spell to counter volcano. Also, having a single race, or perhaps two races that can Airwalk while the rest of us are forced to use roads varies the gameplay. It will be like fighting angels. I really do not see how this ruins the gameplay. It
Anyone else notice there are over half a dozen death special research or quest spells, more if you include Ceresa's Book, but only 1 life spell? Seems kinda stacked for death.
I actually agree with Black-Knight. Easy army teleportation is not a small thing. Where other players will need multiple armies you will only ever need one huge one. Out exploring or questing and the AI back stabs you? No problem just teleport your entire army from across the world right to where you are under attack. Strategy, forethought, or planning; Who needs it when you can instantly move entire armies around. It also give players a huge advantage versus AIs. I am not sure why they
Updated: Posted a new link to part1 and added part2.
[quote who="Tridus" reply="187" id="2973959"]If you're focused on some other strategy, how can you just hit a button at some point and suddenly have access to the ultimate spells? Someone who is focused on something else (assuming this is similar to WoM) won't have gone far enough down the magic tree to have those spells. If you were focused on say building up the best armies on the map and STILL also have the best spellcasters on the map... then again you're playing at
I also see a problem with people saving up for the super spells and not using the little ones. I could cast firebolt to help in combat a little or save up and blow up a opponents city... Perhaps instead of a mana cap how about several thresholds with mana upkeeps. For example every 100 mana you store up costs you -1 mana per turn. To all the people complaining about not enough or cool enough spells the bottom line is unless you are actually giving constructive advice you are just bei
Looking back over the spells I am surprised how diverse the spells actually are. I really don't feel that a many new spells should be added to the main spell books. That said however I think some existing ones should become universal. There is no reason most enchantments can't function the way summoning elementals does. Also If spells like tornado and raise land also functioned on the tactical screen it would add more depth to those spells and their spellbooks, same if say stinking mu
I think what most people are overlooking is that with the current system there seems to be no need for a spell research system. It would be pointless to research spells if every trait only unlocks 1-2 spells, so I doubt there is one, ie no more arcane labs. Traits have completely replaced the research system . This system works fine if there are only 1-2 spells per trait but kinda breaks down if you increase the amount of spells in each book. The previewed system seem
Spells do seem very cool even if it seems like there is room for a few more. I guess that's what modding is for, although the awesome artwork will be hard to match. Summoning things like wolves would be kinda bland. How about more interesting things like summons that drain the summoners health, have time limits or other cool stuff. How about instead of master it goes: Mage-->Archmage-->Avatar I think avatar fits because they are "channeling" the eleme
There are definitely some awesome and original spells there. Magic seems like it something you can base your entire play style around now! Quick question: How will intelligence factor into spells?
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Wow at an hour and a half this podcast is long.....
Ya it's been awhile since the last one.... We haven't even been getting animondays.
Everyone here should read this for more information on commercial space programs: WHY THE US CAN BEAT CHINA: THE FACTS ABOUT SPACEX COSTS
[quote who="Magog_AoW" reply="8" id="2964044"]Luckily it is easy to mod. Just give trained units 20 base hp and suddenly the game is more interesting.[/quote] Lol, I imagine that makes champions and monsters pretty weak... The problem is that because of engine limitations and min possible armor values any real balance change would have to involve significant work on every unit and monster in the game, and I think they are trying to avoid that for WoM. [quote who="Heavenfall" r
I remember Derek saying somewhere that in FE they were working on racial differentiation, with the example being Trogs being able to carry more gear.