I vote yay for simultaneous combat. It would really reduce the advantage the attacker currently has. If you have even forces, it is very easy to win a fight without any loses because you can strike first.
jecjackal
Seriously, what do the war council and archery ranges do now?
I forgot to ask, what does the war concil do since it is no longer required for groups? Same for the archery range.
I have played for a few hours today and I feel these changes show great promise. However I ran into a few things that could use some balance/fixing. I fought Capitar's wife who had 7 armor. I was using a party (4) of spears (9 attack) and I routinely broke 20+ damage. If there is currently a "bonus" to attack from numbers, i feel it is too high when fighting a single target. After all it doesn't matter if you have hundreds of soldiers, if your fighting 1 person, only so
In the past they have had 8-9pm releases so I wouldn't give up yet.
[quote who="Frogboy" reply="44" id="2949016"] Quoting Cruxador, reply 39All in all, a lot of good stuff here. quoting post + 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. Oh heck yes. Just like that, dynasties have become a thing which matters. I hope this change makes it into FE too, even though that game will have dynasties disabled by default. + Rep
[quote who="Vallu751" reply="37" id="2948671"] A 4 man unit that displays 8 atk, 8 def is actually four distinct figures each with atk 2. Not 100% sure about the defense since I haven't been playing for a while. I've requested for MoM style of displaying the stats: always show stats of the figures, not something calculated together, but it hasn't been changed. The 8 atk is quite misleading since there's no number 8 anywhere in the calculations being done... just 4 rolls of 2.<
[quote]+ Special buildings now longer required to build special units. Instead, these buildings provide bonuses (i.e. no need for a command post to train groups) [/quote] If I may be so bold, this change will drastically improve the AI. When was the last time you saw the AI build groups of units (squads, companies etc)? it wasn't because the computer didn't have the tech but rather that it couldn't because of the command pos
[quote]+ Trained units default HP reduced from 5 to 1 [/quote] *whistles. Frogboy, Are the training times getting reduced for units? I think a lower training time for groups combined with this change will really give an "epic" feel. I am also curious if "Death Worshiping" and "Brave" are being changed. A 5 or 10% bonus to health won't mean squat if your base health is 1. Looking forward to the beta
[quote]Notable locations no longer require a tech level Quests no longer require a tech level Special buildings no longer required to special units (but they'll be helpful)[/quote] Frogboy, I was wondering if you wouldn't mind elaborating on these changes? What purpose will the adventure tree hold if you can do all quests and locations from the start? What kinds of helpful effects will the archery range confer to archers?
Unit Ability Woodsmen- No Terrain penalty through forest . Mountaineer- +20% def when defending in mountainous terrain. Faction Ability Stubborn- Faction takes 25% less morale damage than normal (if morale is in FE). Thrifty- Faction pays 25% less gildar cost for units. Die Hard- Units/Champions of this faction get +20% health. Item Prismatic Shield
Can open....worms everywhere.... There are some great suggestions here. I for one would like to highlight my own city issues. Auto Leveling of Housing/Libraries. Instead, I would like to see it as an upgrade option. This way the player has the choice of say having 5 people for 5 materials (or whatever the library cost is) gaining 1 tech vs +10 people +5 materials to get 2 research. Locational Buildings- It would be cool if buildin
because you can never have too much of a good thing? Great ideas heavenfall Maybe you could make a hero talent that represents over and underpowered. or even an item. Equip this item and your spells cost 10% more and do 10% more damage.
Derek, i think i have a suggestion that could be a good compromise to the succession issue. Upon player death, the player is given the option to save the game as a "scenario" if they have a successor. Then the player would get a score based upon their deeds in history (of the killed sovereign). Then if the player wishes, they can play the roll of their son or daughter and play the game from the successor's eyes. I feel this would really add a nice touch to the game.
[quote who="Heavenfall" reply="262" id="2944510"]All the more important to get [/quote] I believe Frogboy was inferring that the beta of FE will come out before WoM 1.4 enters beta/release.
Some ideas that could spice them up (for something beyond 1.3 where it be FE, game3 or 1.4) Could possibly find a rare ore or material that could be made into one piece of equipment for a character. Possibly find a champion to recruit (very rarely. Find blueprints off a lost tech. This would be a tech that cannot be found otherwise. Found a special resource (location turns into a random resource) &nb
[quote who="Heavenfall" reply="254" id="2944365"]Please, please, please add the New Setup option: Notable Location frequency option in 1.3... and one for location-quests too! I'm so tired of running after the same old goodiehuts, knowing exactly what's inside. It's no longer exploration, it's a guaranteed resource boost. [/quote] Just curious, are you thinking of turning them off or set to very low to minimize the boost agains
Thanks for the update Frogboy. Sounds like 1.3 is going to be pretty major. Until a few days ago, I don't think any of us expected the economic tweaks. [quote who="Lord Xia" reply="230" id="2942761"]Yay! Now, if champions are harder to find, I am fine with that, but we really need a spouse option OR if we start with a male Sov, can Janusk be female? [/quote] I had an idea that I feel could be easy to implement. There could be a
[quote who="Kadrium" reply="18" id="2941810"]Brad, how do you plan on tackling potential problems when you conquer another faction? Suddenly inheriting 15 extra studies may really throw a wrench in my population usage. EDIT: I'm on board with limiting city tile space, too. I'd like to see terrain affect it as well, so building near woods or in hilly terrain might cause space issues and give me a reason to chop down woods or use magic to raise/lower land and give
Frogboy, are you going to extend this idea to troops? Maybe the 2nd, 3rd and four training tier take up that many people per person in the unit. ie, int popUsed = trainingLevel*unitSize;
Actually that population mechanic sounds great. I would describe it for fluff as the following: Diminishing returns occur because it takes more manpower to accomplish the same amount of work. For example, the impact one researcher has on a society (the first researcher) is greater than the second researcher. Throwing more people at a problem does not have a linear affect. Cooperation and time management decrease efficiency overall. Trying to coord
Everyone open up your linkers to make sure he didn't jump inside.
[quote who="Peter Ebbesen" reply="41" id="2940165"]With the extremely weak implementation in E:WoM I can only applaud the design decision not to waste time on implementing a slightly better but still half-arsed dynastical upgrade. Dynasties in games can be great fun when the game is centered around them and the game covers multiple generations during normal gameplay - to take an extreme example, look at Paradox' Crusader Kings or the upcoming Crusader Kings 2 - but when it is a
I'm going to go ahead and use this post to list some more bugs I've found (most are minor). Hospitality tech's description is blank (where it shows what you get for researching the tech). City Defenses tech description is blank Superior equipment tech description is blank Capitar's Resolve (Their unique ability) does not apply to heroes hired. Carrodus's Sword Upgrades can be equipped by anyone Carrodus's
One word, Unions. *was refering to the OP