[quote]+ Began work to make tactical combat occur simultaneously with the attacker getting a slight advantage (still more to do)[/quote] I still think better balance would make this unnecessary and probably needs to happen anyway. Even having units one tech level higher is like a 4x force multiplier, which makes military tech the only really thing that matters, reduces troop design options, and many other small things...
DsRaider
Lol there isn't one! Probably because the game mechanics keep changing every time a patch comes out. 1.3 beta just came out and drastically changed how you play the game a few days ago! It's the same reason they never made a demo, the game mechanics are just to fluid.
Elemental: War of Magic = what is out now Elmental: Fallen Enchantress = Soon to be out stand alone expansion available for free if you got WoM when it first came out
[quote who="DamianMahadevan" reply="4" id="2950609"]Thank you. It is weird tha they say in the manual that wraiths are better at magic but i guess they are not.[/quote] They do get a bonus to arcane knowledge production...
I know that quests and events are the same code wise but I am talking about their implementation. I mean quests are the whole thing where you go out and slay a monster for a reward or escort someone or something. I would like events to be something more then just quests that you don't need to unlock through tech. Most events should do different things than the in-game quests do. Just adding a bunch of random quests wont add that much to the game unless they are unique and do different thi
I would like to differentiate between events and quests, so that they are different. I don't want to make events that are just quests or goodie huts. Your Dragon is a great example of an event, it's something that happens to a player and they have deal with it.
Hmm I finished the Fire Elemental quest, and it's pretty cool, but I can't get it to trigger off of a building being built. Maybe it's not hooked up or maybe I'm doing it wrong. I'm trying to think of some more cool events to do but without duration you can't really do positive bonuses, which stops most of my ideas.... I don't want to just throw wandering monsters around, what else is possible? I guess I could do a monster lair that creates a
Sweet Heavenfall, once again you put my meager skills to shame. I would love to take a look at that dragon event that when it's done. I imagine we can't do global events though? As for the ignorable thing we could always lie.... You could create multiple events with the trigger: You found a gildar on the ground, pick it up? lol
[quote who="Heavenfall" reply="4" id="2949987"]First, what's stopping a unit of 4 men entering a ruin, where 8 champions can enter without a problem? Fear? Magic? Or are they simply useless at navigating the ruins? Those are weak reasons.[/quote] Why did Frodo not take an army! Why does anyone quest at all! Well it's hard to supply people for a long walk through hostile environments, especially in large numbers if they aren't trained for it. ie champions. Technically in El
Double Post
I back kenata here. Shadowtongue your being illogical and quite frankly insulting in what seems to me to be a juvenile attempt to force your opinion on others by denouncing them and yelling very loudly. I suggest you take a step back and analyze why you are acting that way, because it's obviously not an attempt at logical argument.
Events are very cool and do add a lot to the game and I know it's in early beta but I would really like to see some different types, instead of ones that are just quests. Events should have bad sides as well as good. 1. Events that effect mana and resource generation or give bonuses. -A plague as fallen upon your kingdom you must go kill the troll shaman in order to end it. Population growth is halved until complete the event. -You feel inspired you gain doub
[quote who="psific" reply="30" id="2948389"]Does this work with 1.2a?[/quote] It should yes, but not 1.2b.
1.Good idea would be very cool. Would be a great reward for a tough champion. 2. Kinda pointless and complicated. Combat isn't important enough to justify this. 3. To much work for very little gain and we don't even have trog heroes. 4. A champion duel would indeed make a great event. 5. The new wolf quest/event falls into this category, but ya I would love to see more.
Some more bugs. 1. Houses' food cost is displayed as growing exponentially but it still only actually costs one. 2. Studies aren't increasing in citizen costs the same way as other buildings. I have like eight but they still cost 5. 3. Kingdoms have only two possible group sizes (4 and 8) and they can build both off start. Also after a quick look it seems to me that the whole increasing specialist cost of unlimited improvements is done entirely internal
[quote who="Heavenfall" reply="1" id="2949862"]Either this, or items and unitstats that makes sense for a game without simultaneous strikes.[/quote] Ya right now first strike is ultra important. It basically decides who wins the combat in anything even remotely like a fair fight, and the against the AI you will always get first strike.
I like the changes as well. Need to play more though to be sure but here are some things that bug me. 1. In the Dark Concoction event the Rogue Mage didn't cast spells. He attempted to beat me to death..... 2. Heroes start with 5hp but in a few levels I got my sovereign to 27hp. That's a huge difference. 3. Old issue, but armor and weapons are to good. Even just getting equipment and cloth armor makes you monster proof. Every level of armor/weapons shouldn'
[quote]+ AI now evaluates which player they care about the most with Dynasty ties being a big motivator. When a sovereign dies, it will give its kingdom to its heir. [/quote] Please explain in greater detail, does this mean that when a sovereign dies whoever is married to his heir gets the kingdom or what.... [quote]+ Pedastrians disabled (for now) [/quote] wha? [quote]+ Repeatable improvements now increase with cost as more are built. [/quote] Hopefull
What happened to the defensive armor? It's not on the accepted list. Did none of our ideas make the cut? [e digicons]:)[/e]
[quote who="Campaigner" reply="7" id="2947694"]An A.I developer journal is something I expect around BETA time. We may see one sooner but that would be a theoretical one of how he plans the A.I.[/quote] This. Brad undoubtedly hasn't had time to do any work on FE, and you would only do AI when the game is almost feature complete anyway.
Learn to play to maximize research output. Dedicate most of your cities to spamming libraries and research bonuses. The game is best played with city building simply being a way to get as much research as possible. All other resources are secondary. As for what to research you should research mostly military armor and weapons but also some civ stuff to get resources and city levels, the buildings that reduce build time on improvements are good for spamming libraries.
Still Needed: Unit Abilities: Blood Prodigy, War Driven, Warrior Bloodline, Called to War, Recalled, Youth Militia, Early Training,....-Unit starts at 2nd level Armor: Faith Keeper, Steelskin, Ironmight, Untouchable, Harmwarder, Blowbender - A magical breastplate with increased defense Monsters: Any actual names can be mixe
Still Needed: Unit Abilities: Battle Tested, Warrior Instinct, Discipline, Killer Instinct, Warrior Culture, Military Caste, Warrior Ancestry - Unit starts at 2nd level Armor: Uncrackable, Juggernaut Plate, Shatterblade, Bladeturner - A magical breastplate with increased defense Spells: Earth Pull, Magnetic Shield, Storm Shield, Call Wind, Haze Vision, Shimmering Mirage- Tactical spell that gives al
Unit Abilities: Child of Battle- Unit starts at 2nd level Killing Determination- Increases the crit chance all units in this units army Faction Abilities: Warshapers - Halves the metal and labor cost of armor and weapons Cold Blooded Bonds- Gives the faction the ability to recruit Naja, Ophidian, Drakes and Forest Drakes (snakes and lesser dragons) Armor: De
[quote who="Murteas" reply="29" id="2944979"]Question: Will the map be randomly generated or will there be templates that land will be generated from? Randomness, or at least many varied templates is important as a replayability factor for me.[/quote] I believe it has been said that FE will have completely random maps.