Greyclouds40

Greyclouds40

Joined Member # 3496872
12 Posts 73 Replies 686 Reputation

[quote who="Frogboy" reply="8" id="3337405"] I don't remember how summoning was done in MOM. How did they do it? Since I'm working on the AI handling summons better, I would like to see summons be made more worthwhile.[/quote] Hello Frogboy, I made a post regarding this (and the magic system as a whole) back during the beta for Fallen Enchantress. Here is the post: <a href="https://forums.eleme

65 Replies 79,087 Views

[quote who="BabbyLuring" reply="16" id="3321999"]I would like to see Minor Races added. These would be races that you could enslave, or vassals, allies or just someone to crush to take their stuff. They could also provide unique unit types, like lizardmen, orcs, ogres, etc. and also unique mounts like lizards, drakes, spiders and so on. Other races could provide a unique armor set, weapon set, trade options, spells and so on. This might be a bit much to add to the expansion and mig

31 Replies 98,992 Views

[quote who="willie sanderson" reply="15" id="3321977"] {No I disagree this was an optimum choice the designers made to keep the humaan player from overpowering the AI too much as the AI has never been good at summoning or combating them in any other game I've played. I recall in MOM that the AI was easily swarmed and beaten just summoning Ghouls and Firedogs in the early game.] [/quote] Perhaps you have never played the game, but AoW:SM had AI routines that we

31 Replies 98,992 Views

I am wondering if more terraforming spells could be added. I know that the domain of your empire causes a change in the tileset, but what if you could change the tileset with spells and cause different effects? For instance, there could be a water spell that engulfs the land in frost and ice and causes penalties for income generation.

31 Replies 98,992 Views

[quote who="Nibelung44" reply="6" id="3321514"]Yes, overall FE has too much 'mundane' feel... 95% of the units are human soldiers that strike with classic weapons e.g Same for buildings etc. Where is the Master of Magic or Fall from Heaven spirit here? Also, I don't want to sound offensive because I appreciate dearly the game and the work of the team, but there are issues that I would dare call 'failed basics', and I hope that LH will adresses

31 Replies 98,992 Views

[quote who="Darxim" reply="3" id="3321487"]Heavier armor needs to be researched, it is heavier (which means you can't have as much stuff equipped due to weight limits, and there's the initiative penalty), and it costs more. If it's only on par or slightly better than lower-tier armor, why would you waste time researching it? Researching is supposed to be an upgrade. Heavier armor already has sufficient drawbacks.[/quote] This is true, and it is w

31 Replies 98,992 Views

[quote who="Kongdej" reply="1" id="3321470"] Meaby being able to summon "Groups" of some monsters, like my trained units appear in groups of 3, it would be cool to be able to summon a larger group of units depending on how much mana I threw at my spell. I like all your suggestions, although if you just removed the limit of the summons right now, it would dominate early game, and midgame... I think Sincerely ~ Kongdej[/quote] This i

31 Replies 98,992 Views

Given the announcements for the next expansion (and my excitement over Derek's reveal of new features), I thought it might be interesting to see which features the community would like to see as well. Let me start with a few: Summoning spells that are not limited to one unit per caster. This was a huge omission in FE, in my opinion. Instead of being able to build an army of summons (and being able to actually spen

31 Replies 98,992 Views

[quote who="tegenAqr" reply="28" id="3290378"]I will buy the map pack becaus of this: quoting post We also have boats on these maps that players can take to sail out to areas and explore the seas for hidden islands and treasures. Pre-made maps also let us do crazy things like have a map where it’s all Wild Lands all the time with everyone trying to survive and ultimately conquer them. ...and would buy more DLC with something near it.[/q

93 Replies 455,293 Views

[quote who="Frogboy" reply="100" id="3270997"] Quoting Spitz, reply 99I'd like to agree with the above posters that, although I like Stardock and I like FE, a map pack is not the sort of DLC I'd buy. Think more along the lines of new scenarios or campaigns. New monsters, new spells, new sovereigns, new races would also be great. Map packs don't require as many resources to create. You can use its sales to judge the general interest in DLC. [/quote]

213 Replies 765,414 Views

If the maps are heavily scripted with new content, the DLC could be worth it (ie. maps that have a "king of the hill" type mechanic, or some interesting, unique quests that both players and the AI participate in). If the maps are instead just rehashes of existing content that was hand placed, I might be less inclined to take a look. I think that new tech, new unique units and a wide assortment of champion gear could make

213 Replies 765,414 Views

[quote who="Emperorjarin" reply="28" id="3233300"]Personally, I think trained units can be upgraded just fine, other than group size and trinket equips. Giving them attack and defense bonuses on top of their equipment upgrades is a bit too much, IMO.[/quote] I agree with this. I think that the current level-up bonus system (just accuracy and health improvements) is perfect for trained units and dragons (which have HUGE attack and defense stats already!).

159 Replies 301,753 Views

[quote who="Kongdej" reply="17" id="3233194"] quoting postSummoners Boon cant stack Is anyone actually using summons? they scale horribly as for what I have seen... Sincerely ~ Kongdej[/quote] You are absolutely correct. Some level bonuses to attack and defense would help. I think one of the biggest problem with summons is that they have a "one per caster" limit. This coupled with the fact that there are so few summoning spells, makes me wonder

159 Replies 301,753 Views

Great article; it is good to see the mindset of the developers so we can appreciate the decision making process. Tangent: as for the enchantment UI, I also do not enjoy playing: "find the city debuff," whenever the AI casts a negative city debuff. Perhaps a clear indicator along with a right click interface (if the player has dispell) to remove that as well?

49 Replies 198,956 Views

Thank you for your support. I agree that summoning spells are at a huge deficit in this game. Having more summoned units and removing some restrictions on their use would go a long way to making players more involved in the magic system.

9 Replies 8,474 Views

I have two problems with the current magic system: The developers have added high mana "dump" spells to remedy high mana reserves in the late game (ie. city unrest reduction and champion attribute gain) There are few summons and each summon spell is a single-cast linked to the caster Why are these problems? Well, it effectively turns the game's magic system into a mana "reservoir" for tactical spells and mana "dumps" later in th

9 Replies 8,474 Views

One problem with death magic that I have is the lack of summons. Maybe the devs did not want to get into "fantasy cliches" much, but I figure that death magic would be the reanimation spell system. Whereas life magic "heals," death magic reanimates temporary soldiers. Perhaps a tactical-only summon spell that can be cast repeatedly. It would summon weak units, but those units would be expendable meat-shields. Some ideas: Level 1: S

12 Replies 50,309 Views

[quote who="CHiZZoPs" reply="13" id="3219058"]Love the idea of making the city levels much more to dramatic as to the bonuses they provide and the type of settlement it is. The differences really need to be more dramatic, and this also makes population more relevant via the leveling system. As to pioneer spam, this is my idea: Outposts require 50 population to build. This way, outposts cannot be rushed. A town with 200 population can manage 4 outposts. If the population drops

66 Replies 466,131 Views

I was considering several events that I felt the game was missing over the week, and I came up with several ideas (sorry these are not completely in XML, I do not know all of the tags to properly format it for the game): Mite infestations QuestDef InternalName ="mite_infestation" >

76 Replies 309,208 Views

[quote who="wnmnkh" reply="28" id="3218654"]Brad, what we really need is quest respawns. Regardless of how many different quests, my map always ends up empty with all quests done by NPC faction other than Epic quests.[/quote] Quest and champion recruitment garrison respawns, please! It does look like the random events are akin to middle-late game quests, which is a very good feature. The empire building system introduc

66 Replies 158,044 Views

So, with the addition of the new city building system, I think that the amount of content that the game has is almost sufficient. The current content is meaty and provides a good random element to the game; however, there is one final big system that I think that the developers should implement: Random events . There has been some talk about these in the Beta 4 thread. I think that this is the last major system tha

0 Replies 2,191 Views

First impressions: -Love the new tactical UI -Inspiration should be toned down, back to the 1 research per essence rate in the previous version. -The new UI indicator for the outposts and resources is nice, but needs to be a tiny bit more pronounced (the blinking dots are a bit too obscure). -The Kraxis unique ability, fortify tile, needs to have the dodge bonus reduced to 15% or 20%. 30% is a bit much, still. Not a bad upd

87 Replies 225,265 Views

Just as an initial post (I don't have too much time right now, sorry! I promise to give some feedback on the AI strategies and more in-depth spell lists later): More summoning spells, and "no-limit" summon spells (ie. the caster can have more than one summoned unit of this spell-type). I think that there are good mana "dump" spells, but there are few viable summon spells. Some thoughts: - Lower tier summons should not be limited in number per caster. The rea

172 Replies 672,573 Views

I can confirm what Frogboy has said, as I saw an obsidian golem smash an enemy sovereign and his empire. Still, I have also been the victim of a large wandering party of shrills (with an overpowering "king" shrill) that had wandered halfway across the map and randomly meandered through my city (destroying it). I think that the problem with the wandering monsters isn't so much that they discriminate more against the player, it's the fact that they are so un

31 Replies 96,533 Views