I want to support your great game but please not a map pack. I would prefer Quests, Heroes, Items, Spells etc. Anything that enhances the core. I like knowing my map is unique (i.e. random)
klaxton499
Good! Because this engine deserves to grow and evolve. FE was a significant leap forward. I hope you are someday able and/or willing to double back to add dynasties and minor factions to spice things up. I'd buy that expansion.
No worries. I'm assuming he's young. It's just the colors that has his attention. You can easily replace it with brightly colored video games. We've all been there. If I may, I suggest Dungeon Defenders. You'll have fun for a while and it's very colorful.
I think the Stardock team deserves most of the credit. You freely interact with your customers so they aren't just arguing amongst themselves. This leads to competition for your attention through good ideas, humor, etc. The demographic certainly helps but without your teams' posts the forums would quickly devolve.
If the USA used the current diplomacy system in FE, we'd have stormed Canada years ago. Which makes zero sense to me. Nothing better than watching the movie "Strange Brew" while drinking a Molson with "sunglasses at night" playing in the background.
The henchmen tool tip hints at the underlying mechanic but that's it. I could see new players having a lot of problems if they go with the normal "killer stack" philosophy.
In Drockmar's defense the installer, when used on windows Vista or 7, says the publisher is unknown and unknown files can harm your computer. It may not be an AV at all. Stardock really should have caught this oversight. Drockmar-- All I can say for certain is I ran it and can play the game. My anti-virus has not detected a problem. The warning I mention was during the install and is a generic warning by Windows.
Agreed: Torchlight 2 > D3
Diablo III is no mystery. Blizzard was looking for the next WOW (i.e. revenue stream). Some poor executive had it all figured out... a cash store for items. Q: How the *bleep* is a loot driven game supposed to work when you can "buy" better gear than you can find? They removed the goal! The driver. Brilliant!
Ignore the number and read what they say. I ignore the "worst game EVER" and "best game EVER" crowd. I read to identify gameplay features. As derivative as games are now, a little self awareness is all that is required to find games you'll enjoy. For example: I like loot driven games so guess what: Borderland2 (check), Torchlight 2 (check), etc. What attracted me to WOM and FE were random worlds, hero centric perspective, and magic. That
Do Champions and Sovereign in the same group still split XP? (i.e. level slower)
Question: I searched the manual and there is no mention of shared experience when a Sovereign and Champions are in the same group. Was this an oversight or removed from the game? This was a major game mechanic a few builds ago.
1) use Fallen Enchantress 2) More reason to use Fallen Enchantress 3) More controlling magic - Pull, Push, Stasis, Confuse, etc. I would also recommend you revisit how MOM handled spell levels. I do not like the current system where magic users have to level up their spells when the character levels up. At level up, the Path of the Mage should choose more powerful spells (+dmg), more mana efficiency, or be harder to resist. This will separate a
You never forget the first real game. The reason I'm still a gamer - - ULTIMA III (C64)
[e digicons]k1[/e] Thank you.
As the title states, do henchmen affect XP gains for Sovereign or other champions? Restated: Does a bard leech XP from my Sovereign?
[quote who="klaxton499" reply="15" id="3209865"]I find myself leaning toward awarding governors XP based on a fraction of the city's output each turn (gildar, research, and production).[/quote] I should have been more clear in my thoughts. The main reason to base an administrator's XP on city output is so the XP will grow throughout the game. As game time elapses and cities grow, administrative characters will earn more XP per turn just like fighting champs do as t
In my last game a Mob from the wildlands destroyed a city of mine. To my surprise, I could not resettle the land (i.e. no fertile ground left behind). When I settled the town originally I owned a town to the NW but nothing else. When the town was destroyed I had captured an AI city nearby to the south. Are there different rules for city proximity to your own towns vs. an enemy's town? OR Should the land have returned to it's previous fer
This is a worthwhile discussion. I find myself leaning toward awarding governors XP based on a fraction of the city's output each turn (gildar, research, and production).
Champion leveling hits a wall early. By level 9 or 10 it really slows down. Given that many abilities only increase power by 5% (dodge, spell resist, etc.) should the leveling end so quickly. Where's the fun in that? Poor magi need to level magic paths and skills. Ease up on the +1 per level abilities and taper off health per level and you'll contain the power curve. All the while allowing players the fun of leveling their characters.
From a historical perspective: Bows should fire fast (Less initiative penalty) yet weak if the target has a shield or is armored Late game should have crossbows (with initiative penalty for reload) yet penetrate armor. Line of sight should also be required for linear flight path. Champion archers need more power to be useful. How about a Path of the Archer. Give champion archers skills like "rain of arrows", "sniper shot", "path finding" etc. Ma
Bug Mana history isn't accurate after win. Max graph number was extremely high UI Need current Treaties listed on Foreign Relations screen. Clicking "Detail" on the City Ledger does not close the ledger. Detail screen hidden behind City Ledger and you can open multiple copies.
I vote for large. You are unlikely to work through the research tree(s) on Medium or smaller. Therefore, large should be considered a full game thus the focus.
Based on the OP analysis how about this? The new outpost are powerful enough you could limit pioneers to that function alone. City building should be done by the Sovereign, which is in line with the lore. The sovereign could build a set amount of cities at the start then an additional city after a set number of turns (e.g. Two at start then a new one every 100 turns). This will help pacing, control city spam, and make city defense crucial.
Bugs: You can reorder production and rush to exploit cost (uses previous #1 %complete) Growth cast on Sovereign will shrink (graphics). Other units work as normal. UI: Need base city stats (Grain,Materials,Essence) on town upgrade screen City Ledger Need Current/Max displayed for Enchantments (i.e. #/#) Need Current/Max displayed for City Level (i.e. #/#) for tickler of food limita