So I was wondering why freed monsters always come rampaging for my cities, and I was able to screen shot the occurance of what is either a bug, or a really sad cheat: I checked his city and it did not have the appropriate defenders to deal with the multiple groups of monsters wandering around, though his score sho
CdrRogdan
How about when a computer wipes out a lair by building next to it, that monster attacks that AI? Does that make sense? No of course not! It should run completely accross the map after the player, because the player is mean and plans to steal it's vegetables! >
All unrest and production buildings should be moved to the warfare tree. Bonus to production from population (or city level) should be made much more noticable. All spells that provide city type benefits should be tied to the magic tree and require the pre-requisite spell school. Summons and influence units should be made more readily available and tied to their respective trees. And to address pioneer spam, all buildings should have a 40% reduction in build cost, all units should hav
I suppose you could use a horse and wear a belt of precognition and be practically immune to range attacks but that doesn't mean it isn't too low. Right at the start of the game you can train a unit with 30hp (more if you aren't using amarians). Compare that to 13 levels of advancement and you get a picture of why the current hp design is silly. The biggest reason for nerfing champion hp was that they got too powerful too fast, but there is a much better way to address that
Natures cloak will not always be available to your soveriegn and 25% damage reduction simply requires your opposition have 25% more units to instagib your champion. This gets even worse when you consider paradin has a lightning staff that no defense can protect against. But I'm not just picking on elemental damage, albeit the fact that it bypasses defense is incredibly broken.. The fact of the matter is that at 32 hp, without the ability to heal, even the most
Level 13 must have taken quite some time. Like clearing half the map.. And your saying that having 32 hp is somehow remarkably better than 28 hp? How does 32 hp protect you against stave units that ignore defense? (Another ridculous mechanic I might add). Heck, how would 32 hp even protect you against basic archers? Unless you find all your armor from goodie huts and tech has nothing to do with champion defense... oh wait.
Err I think when shogun says 'unrealistic' he means that in a strategy game where resources define the actions you can take, being able to 'mostly' ignore the gold aspect of the game isn't lending much credit to it's usefulness. I doubt he meant unrealistic in terms of how much peasants were really brutalized in the medieval era. Ahem, I do agree that the game runs smoother with a base monetary bonus from city levels, rather than relying on income from pop
I need to take some medication > I'm not sure how well that would work as experience bonuses unless you are capable of changing the
... So all of this talk is nonsense.. seriously what the hell? When did you guys all become as bad at balancing as stardock? Who the fuck cares if your heroes are invincible at high levels? They damn well should be when they are up against 200hp armies of units. The problem isn't that they are sturdy mother fuckers to take down. The problem is that their sturdiness has -nothing- to do with technology. Trying to fix this gaping nonsensical disconnect with another completedly
Population now provides no resources, while city levels provide research, production (an inconsequential ammount I might add) and gildar. The tax slider was not rebalanced with the previous unrest levels from increasing taxes, and changing it from 'low' doesn't serve much purpose. Consequently since population now provides no resources, once you reach a level 5 city it's only purpose is to provide conquering players bigger cities..
It now destroys a single tile rather than convert a wide area to non-buildable land. Not sure if this intended though, and should probably go in the FE Support forum as a bug.
For the regen arguments, regeneration was only broken because it occured on the units turn, making very high initiative units heal for insane ammounts. Changing regeneration to a fixed timer irrespective of the units combat actions would make the effect much less broken, and considering that setting a limit on combat turns available would require making a fixed timer anyway I don't see why it couldn't be implimented this way. That said, if regeneration no longer works in combat,
I'm in agreement that the group size is a meaningless strategic decision. It is always better to build the largest group size available. Currently it just makes researching the civics tree even more of a no-brainer than it already is, and is causing all sorts of balancing issues.
Civilization V is miles better than it's counterpart in replay value (the civilizations actually felt different to play from one another) and strategic combat, and the expansion fixed the AI incompetance, along with some other balance issues. I think where people are giving praise to Civlization IV is in relation to all the available modular components. Heck the expansion Beyond the Sword came with several completely different game settings. If Civilizati
While those hitpoint changes are appropriate for multiple tile units they make no sense for single tile units. They also only address the benefit from leveling, and do not have any affect on spells, buildings or enchantments. In order to make effective changes to unit hp, the bonus from all sources needs to have different effects for multi-tile and single tile units. Halving all bonus hp for multi-tile units and doubling them for single tile units would go a long way to making buildin
Dodge per level is a solid idea, as it can maintain the base hit chance with equal level units, but the quantity it is provided in shouldn't be able to exceed the bonus per level in accuracy. Basically if the following is possible: +2 dodge per level +60 Flat dodge, then you have allowed an invincible character. Alternatively it might be possible to simply make the lowest hit chance something like 20 or 30% (I think it is 5% right now).
[quote quoting="post"] Powerful, rare weapons are out there still. But they have to be earned. You won’t just turn over some lost cargo and find a magic broad sword anymore. The other change we made has to do with hit points. Previously, units gained 4 hit points per level. So by level 10, that’s an additional 40 HP. It doesn’t take long before the trained units become almost irrelevant to the battle because that level 1
His name is "Haitan" he is an amarian champion that starts at level 1 with path of the mage, path of the arcanist and fire magic. And yeah beastmaster does suck. Have you tried it? Melee range, 3 turn channel that uses spell mastery vs spell resist. So it can fail! Err before you go about adjusting accuracy, I should probably point out that with all the dodge bonuses available, both per level, from traits and spells, it is possible to have over 90 dodge. My current game has a ch
I have mentioned this several times before.. but technology should have a limiting factor on hero levels. After you reach lets say level 3, if you haven't researched heroes, your champions suffer a 75% xp reduction (as an example). Champions should use the =same= weapons that regular units do, but with different mechanics, or increases to attack power, initiative, defense, etc based on level. Not find allpowerful gear constantly lying around everwhere. The regular units and c
Okay so... I actually enjoyed the game that I played (am playing) but of course, time for negative feedback. First, the latest version didn't seem to fix the city upgrades so it's a bit hard to discuss balancing issues, but there was one thing that really stood out, and that is the town's ability to produce troops faster than the fortress. I'm not going to get into the math here, I'm sure you can figure it out. The bottom line is that while there is a good ch
There are numerous issues with this game, and to be quite perfectly honest I struggled to complete each game (of which there were about 5) after beta 4, and could not make it through a single playthrough in beta five. The most glaring issue being the completely random nature of the game. Balance issues aside, I cannot believe that this is even being lauded as a strategy game, when starting position can be so randomly horrible that it can remove an empire from competion, that
@jon I was referring to summons, unique units etc. So an iron golem buildable by the gilden would get 6 hp per level, while the juggernaut buildable by the ythril would get 10. As I said it would require going through each unit individually and adjusting their hitpoints per level, but the effort would be worth it. @DGB The issue isn't only level ups although 15% of some base number is more sensible.. it is also spells, traits and city attributes. You would neve
There actually is a way to do this. You have to micro the first turn of moves, then tell that unit to move to your destination once the moves are consumed. The green dotted line will then show up for that army and you can decide if you need to micro it the rest of the way. From the look of things your basically asking the game for a popup that says: "Your unit is about to do something incredibly stupid! Do you want to let them?" Asking for better pathing, and/or an option to a
@DGB They did something like that in the last iteration. The exponential hp gain quickly caused army hp to get out of control, it also heavily favored traits that granted bonus HP. Currenly the setup is 4 for everyone. Reducing regular unit level ups to 2 and increasing bonus hp for single tile units up to 10 would effecitvely quintuple single unit hp for big units (like juggernauts that currently have no defense....). You could also simply throw in that they gain bonus hp based on a pe
Kongdej has this correct. The magnar racial is fair when you consider they also get slaves. Part of the reason the you would pick a race is based on both their bonus and their bonus unit. In addition fire protection works against flame blade, which is currently a very prominent way of improving champion offense. It's possible to buff all of them to the point they are as good as ythril, regardless this is an issue. Personally though I feel their faction traits