CdrRogdan

CdrRogdan

Joined Member # 3568742
106 Posts 442 Replies 15,730 Reputation

Well I finally got around to traversing most of the tech tree, and have the following concerns: Upgrade Costs: The cost to upgrade your regular army units is ludicrous. I mean there has to be a patent for how absurd these costs are. To give an example, to upgrade a guardian unit (max armor and shield) of 5 from leather to chain costs 7700 gildar! I could rush by at least 10 of those with that

0 Replies 1,148 Views

Seconded. Keep in mind that caravans -before establishing a trade route- do not recieve this immunity (intentional or otherwise), however there have been several cases where my caravans could still be targeted once the route was in progress.

1 Replies 1,858 Views

[quote who="rillifane" reply="100" id="3062846"] Thing is that really won't fix anything, it actually has the potential to cause even more problems. By having them split xp you cut their ability to level right from the begining and not just heroes but everyones. the problem with that is, you need to be able to level quckly early on otherwise your ability to expand and do much of anything really is reduced. the whole reason why you get heroes and so easily in the first

146 Replies 70,471 Views

[quote who="StevenAus" reply="95" id="3062647"] So the question is, how should the XP be split? [/quote] Evenly? Making it based on unit actions is rediculous since it encourages tedious micromanagement to make every unit have a turn. @seanw3 http://imageshack.us/g/337/turnug.jpg/ Are you sure you're on 'turn' and not 'year' 400? Because acc

146 Replies 70,471 Views

[quote who="mqpiffle" reply="91" id="3062633"]So, I just found out that the xp gained from a battle is not SPLIT, rather all the combatants involved on the winning side GAIN THE SAME AMOUNT OF XP. Does anyone else see the problem with this? [/quote] I =completely= forgot about this! This would certainly solve the out of control leveling. The matter with finding no-tech no-level requisite gear would still prove a bit of an issue, but I wholeheartedly approve of t

146 Replies 70,471 Views
Reply to Mana suggestion in FE Beta

Heal and lifedrain are not affected by the 'evocation' talent, which needs to be addressed. Even a portion of the bonus would be okay.

10 Replies 4,632 Views
Reply to Some concerns. in FE Beta

[quote who="Sanati" reply="17" id="3061987"]This is exactly my point, you shouldn't be "wandering back" to defend your own territory, you should have defenses in place already to deal with this specific threat. You don't need champions or sovs to beat monsters, you can send the local garrison out to deal with them, and if you really hate tactical combat so much you can auto-resolve it. Leaving entire sections of your lands completely void of defenders is silly and incomprehens

26 Replies 19,231 Views

[quote who="Xehlwan" reply="18" id="3061886"] There really is no reason that establishing trade routes couldn't be made easier. Give me a button on my city for "establish trade route", let me pick a target city, then automate the rest, including costs.[/quote] This solution is the most elegant. Put a limit to the number of trade routes a city can have (based on it's level) and allow the player to change these routes in a 'caravan' user interface. Th

56 Replies 157,838 Views

The game is designed around the idea that the =player= will reload when losing an extremely valuable unit (EI: Champion) and if the computer does not have this luxury it makes the game that much more unblanced in favor of the player. It was a good design decision to have them recieve injuries rather than die. The player might still reload if the injury is devastating enough, but the computer will still have their own army of heroes available. @seanw3 Currentl

146 Replies 70,471 Views

While I enjoy the idea of leveling up your cities, the buildings that you are provided with are far too random to put a particular plan in motion (and thus develop a strategy) and their bonuses in some cases are lackluster. I suggest a similar 'leveling' system to heroes. That is on the first level up you choose a 'path' and that path opens up new buildings and building choices on level up for you. Say for example the paths are: <p style="padding-left

7 Replies 10,309 Views

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. As far as specializing cities is concerned, the buildings you gain at each level up assist with doing this, though I am in the same boat that they could use some work. I would prefe

20 Replies 27,952 Views

Perhaps the whole 'overpowered hero' issue is the wrong way to look at this. I mean the idea of slowing down the game a bit has merit.. In fact I fully support the idea of 'soft caps' on levels, but perhaps the issue is that the pace of the other elements of the game (technology) are much too slow. In the event that you could construct Yew Bowmen (or a comparably equipped army) in stacks of 7 by the time your heroes get their legendary armor/weapons I s

146 Replies 70,471 Views

This was probably just an oversight but the legendary broadsword is better in every single way than the legendary longsword and costs less to produce. Honestly I'm not sure why the longsword even exists.. Additionally the Legendary Maul has no Iron requirements making this far to easy to mass produce given its power (+25 attack).

0 Replies 602 Views

[quote quoting="post"] Razing needs to be changed to a lengthy, multi-turn affair, with the pop destruction dependant on the size and strength of the occupying army. [/quote] Are we playing the same game? Currently cities get reduced to zero population whether or not you raze them. Every city would still be razed in one turn if you made the destruction dependant upon population vs army size.

13 Replies 8,857 Views
Reply to Some concerns. in FE Beta

Personally I find it annoying to have to wander back through my own territory to clear out enemies that have managed to spawn in the cracks of the unrevealed map. Randomly spawning lairs inside my own territory would be frustrating to say the least. That said I wouldn't mind seeing quest locations periodically spawning around already explored/claimed areas, as I can choose to do those at my leisure and they provide an interesting diversion for my lower level units/champions.

26 Replies 19,231 Views

I'm really uncertain how this managed to make it through this far given the extensive testing done 'versus the ai'. But Kraxus has a faction ability that is designed around the use of razing cities. It's function is dependant upon the population of said razed city... which means for all practical purposes this ability will never see any use. As an aside it's a pretty terrible ability given how quickly the capital maxes out. On top of this there should be a sol

1 Replies 1,676 Views

Right now there is an army size limitation that prevents units from entering a city when that army size has already been met (even if this is due to militia defenders!) This happens frequently while I am running any moderately sized army through the map and will often cause my units to path around multiple squares of unroaded area to reach their destination. Please include code that temporarily bypasses the army limit to allow units to 'pass' through a city or other armie

2 Replies 1,884 Views

Having fewer buildings means you can get to the core of the game faster - producing armies and hording gold to equip your heroes. It shouldn't be necessary to construct something every turn. The only thing that bothers me about this is that cities have nothing to do after they have completed construction. A trades good/housing/research option would be nice and would probably help with the excessive time the research portion of the game requires.

5 Replies 3,444 Views