[quote who="seanw3" reply="21" id="3075678"]I am going to mod the penalty to being encumbered so that it does something like -2 Strength, -2 Initiative, -1 Move. [/quote] Given the current statistical bonuses, I don't think this would even matter. The strength penalty would be of importance to trained melee units, inconsequential to champions (unless they start using multiple attacks). The move penalty would only make a difference if you removed traits like &#
CdrRogdan
After killing the scrap golems, the darklings said they would give one of my units an umbral warmount, but instead a group of spearmen joined me
The following list of sovereigns do not possess a profession (due to one being removed?) Oracle Ceresa Lady Irane Magnar III Lady Procipinee As it is a free trait and not normally unselectable this seems to be more of a oversight than a balance issue.
@sartrhan and legaceez That is a good point, I hadn't thought of that. I highly dislike that I cannot choose what my cities' objective will be, and for the most part I know what they are, but I could see a situation where I wanted to say, revert to a unit bonus building if I was in a sudden war. Perhaps a 'random' option could be available, or the pool of specializations granted you two special buildings based on your selection and the other three were randomly
[quote quoting="post"] Leather grants a precision mode that increases critical strike damage [/quote] Should increase 'chance' not effect. As the chance is currently abysmal and regular units can't crit >.> Otherwise, Rogdan the idea crusher supports this message.
It's silly to assume that nostalgia influences peoples opinions any more than new and shiny objects. From a critical standpoint I am aware of the flaws of Master of Magic. Cracks Call was one of -the worst- designed spells ever invented. The computer rarely upgraded their buildings and instead focused on pumping out massive groups of spearmen/swordsmen. It was easy to find an adamantium deposit and pump out hordes of significantly more powerful units. Players that started with all m
[quote who="Goldseeker" reply="1" id="3063842"]IMO governor path should be removed from the game, as making it viable will force you to have governor in every city, which is no fun at all. I think that the better solution would be adding "when stationed" bonuses on number of perks in other paths. [/quote] Interesting that no one seemed to notice this reply. Goldseeker makes a pretty good point. Just playing devil's advocate here, but is it 'fun' to ha
shameless bump
I think creslin nailed it. The secondary reason for the army limit was not balance but performance. Making units useful is the way to go. Giving a unit a special ability, like laying grease down in front of them (just an example) or some unique trait to ignore terrain obstacles makes combats more interesting without having to worry about additional performance hits. Let me reiterate that increasing the number of units to numbers significantly higher than they are already will ha
Putting those buildings in the tech tree (and I presume the option to build one or the other) does not change that it is a fundemental code adjustment. If you could just build all of them no new code would need to be added, but I doubt that is the effect you are aiming for. Correct on the built units not being tied to anything to do with the city. Once you have the tech and the resources any city (whether newly constructed or an age old metropolis) can build any type of unit. Wh
[quote who="mqpiffle" reply="2" id="3074752"]Caps suck. Always. No to this. [/quote] Comments like this want to make me punch babies. Rant Are you aware that almost every single commercially successful game includes caps in their games? Warcraft III has a limit to the number of troops you can command, a limit to the level of heroes, a limit to the number of heroes and a
[quote who="rillifane" reply="4" id="3072139"]Quoting CdrRogdan, reply 3Sorry what? Strength increases both attack -and- damage? Do you mean to say accuracy? Ummm, you do know that attack and accuracy are already two different stats right? I'm not really sure how to clarify myself unless you rephrase your questions. [/quote] .. 'Damage' is not a stat. You said attack and 'damage'. Did you mean attack and accuracy? Edit: Nevermind I fig
[quote quoting="post"] Think about it this way: how does even the mightiest of heroes somehow kill 3, 5, 10, 12 men with 1 swing of his common, unenchanted sword? He wouldn’t, yet in Enchantress as it currently stands, he does. If a hero is fighting a unit with 10 men he should have to hit all 10 men to wipe out the unit. Hitting all 10 men means 10 separate turns for the hero. [/quote] You have obviously never played dynasty warriors >.><
[quote quoting="post"] Evil Hunter: +8 attack and defense against death creatures [/quote] This made me laugh. =What= death creatures? XD In any case, there are a couple oddities with what you propose that would clash with the current game design. 1. Units are not 'spearman/swordsman/bowman' they are humans that are given a customized set of armor and weapons of the players choosing. Forcing
[quote who="Trojasmic" reply="6" id="3074729"] then there's no point in having them dude. if you can just run up and attack the enemy for more damage why would you throw the knives? the point is that you're supposed to get one throw with them before having to enter melee.[/quote] Because you can't? Let's say we have a scenario where both of you have throwing knives. Each of you starts 5 squares away from each other. If you get the first turn you c
My personal preference would be unique effects (6) capped at a certain value (2), with reduced mana costs (3) once you reach that cap, diminishing to a 'soft cap' of 40% spell cost. In addition any sovereign can change the node (5.b ) to a type they have at least 2 ranks in. I would be satisfied with a smaller bonus to damage (1) instead of unique effects.
From previous playthroughs it has become painfully obvious that the ammount of damage bonus from shards is well beyond what it should be, in addition being able to pick and choose your shards ( see death magic ) the benefit you can obtain needs to be adjusted in some way. I'm going to lay out a number of options that you are free to discuss. <p style="padding-left: 30px;"
Well.. thanks for the post, though it would help if it was better organized like: When an opposing champion dies: 1. Both victor and loser recieve that champion's weapon 2. The loser keeps the weapon, the victor gets nothing 3. The loser drops the weapon, the victor keeps it 4. The weapon is broken, neither side
I'm pretty sure 3 was the intended distance, as the original (development) post about this mechanic indicated that you could not simply wait for enemies with 'thrown' to enter melee range and get the first strike. That is to say that if the whole intention of thrown weapons was to hit first, it does that fairly well.
None here either. Maybe the code was forgotten?
@Evillron The issue wasn't that a stack of doom could be accomplished in a short period of time it was that other options were just as viable. I'm currently in a game where I have the entire arcanus plane under my control soley through the use of wraiths. I have 3 heroes and they are pathetic. There are only so many things that you can do to exploit the mechanics and that was certainly a shortfall. [quote who="Frogboy" reply="15" id="3074623"]I obviously love MOM. But I have b
Just to make it more clear BeardyDan was using the 'wraiths' faction trait which provides a spell to transform any type of node into a deathnode, allowing him to stack up death nodes into a number that would be triple or quadruple what you might normally find. This brings an interesting element to light about how the nodes affect spells, and why having them strictly boost damage or effect might not be the best idea. To address the original post, there are suppos
[quote who="Das123" reply="29" id="3070495"] I mustn't have made what I meant very clear. You don't get the economy of the vassal city. You get the economy from the caravan from that city plus any resources. Just a small amount of gildar per turn. Not enough to unbalance the game but enough to make it worth while.[/quote] Indeed I misunderstood you. This would certainly make steamrolling the other factions more difficult. The faction you just killed is at a 25% loss of re
We reference Brad a lot in our posts because he is an easy target XD Ahem.. Whether or not you can answer this, what I do want to know is what are the core gameplay mechanics of Fallen Enchantress? The equipment menu of the champions? Their trait leveling system? How and where you find them? The three branches of research? The open space tactical map? The infinit
I honestly don't really care what they do with troop sizes, as long as they balance them out with other available options. That said spearmen start the game with 18 attack already (24 if strong). Their damage output is pretty solid, and actually rather scary if they get the first attack. Increasing these numbers will cause their damage to scale well beyond intended, even when you take armor into consideration. The problem appears to be their hp. They start with 18 and can in