I just wanted to take the time to compliment your team on the tactical battle improvements. Better Animation Better Sounds Smarter AI (e.g. trying to hit first) All of these individual things combine to produce a much better feel. You are much closer to Master of Magic's combat, albeit a more modern take. I mean this as a compliment since I prefer MOM's combat to Age of Wonders' combat. Like MOM, you can ma
klaxton499
[quote who="Frogboy" reply="7" id="3149740"]I'm getting myself in trouble in certain forums ranting about the not so positive reviews of it. Frederick isn't at liberty to curse out reviewers for unfair scores but I am.[/quote] Nice to see you sticking up for them. Your voice should carry more weight. I also agree that the game is good. I'll certainly be able to enjoy both Warlock and FE and in general I appreciate their differences.</
Good find. This should be fixed. Making the player recast serves no purpose. This type of mana sink is not needed.
I've seen this too. You have to zoom out and back in to restore the graphics.
I'd like to see abilities that create synergy. For example: Assassins could Feint opening up the target to increased damage. Defenders could intercept and take damage on behalf nearby friendly enemies. I agree rare traits should be rare. Mainly I just want interesting options in combat.
I agree with the OP. You should be excited to see a rare trait because (1) Rare should be rare, and (2) The UI should highlight uncommon and rare traits to enhance excitement.
You have presented an excellent analysis. I hope the developers incorporate some of your suggestions. Especially the part about limiting the availability of champions. They do not feel unique or special.
Overall, I agree with what you have said. I would like to add one comment. [quote]* More City Improvements! I know the design team wants LESS buildings to build. But perhaps more choices and not being able to make them all in every city is where the opportunity for city differentiation comes in. If I have a bunch of buildings that can improve tech, but due to maintenance costs I could only afford those and no other improvements, then that makes for a specialized interesting city
I support this suggestion to improve the spellbook UI.
[quote who="CdrRogdan" reply="2" id="3068202"]I want to be able to see the name 'Rendfult the Monk' and immediately recognize a difference between his abilities and 'Ogandar the Warmage'[/quote] [e digicons]k1[/e] That is the secret sauce! I hope someone is listening. Not only do I agree with your statement I'll go one step further. I want to start a new random game and think "man I hope I get Rendfult the Monk this game".
Please replace the static champion locations with Quests. The champions look silly standing there waiting to die or be hired. Benefits: +Exploration (will this quest be for an item or champion?) +Faction Differentiation (no need to predetermine Kingdom or Empire. Dynamic based on who completed the quest) +Research (retains need to research magic tree for better champions) +Mod (developer and mod community has great control over quest difficu
I know this was true in .75 so I"m not surprised it still exists in .76. You may want to move this to the support section.
I can't join a group who's acronym is named after a cooking spray.
[e digicons]k1[/e] I agree with OP I would prefer if champions were quest rewards. They look odd just standing there with a red lock over their head.
I like the random traits but I agree with OP you should be limited to a class or archetype. Also, Rare traits should be rare. By level 10 more champions have at least 3 "rare" traits.
Increased movement may amplify the AI's problems. In my experience when the AI has fast units they run off and leave their allies. Essentially you get to kill the enemy in waves using the process you described.
Available <> Intuitive
I agree it shouldn't be possible. I may be in the minority though. Seems Stardock is putting a premium on player flexibility. But I can't help but think the cost is too great. In MOM or KOHAN the heroes were so unique. An individual game could be memorable if you had a hero you really liked. You'd come back game after game hoping to get them again. Here you build them how you want. You can have several copies of the same ch
I fully support this suggestion. [e digicons]k1[/e] The problem is magnified when it's a captured city.
How about some unpredictability, something akin to the trait Clumsy? Chance to hit allies. For Example: Indecisive - Chance to take no action and skip a turn. or Imbalance - Chance to fall of a mount. Loses mount for the rest of the battle. or Enraged - Will not change targets once engaged.
I do not use zoom. I just select the building and hit the BUILD button. Let the computer place it for me. I have better things to do like raiding a lair. [UI] I do wish I could double-click the building for auto-placement.
Am I the only one who hates Wonders? When there is only 1 per world, research is just a race. When the Great Mill is built i just roll my eyes and curse CIV.
I like the resources in the old WARLORDS series. A nearby shrine may give units produced in the city a bonus to resistance for example. I like the current system in FE. I just feel some nodes could do more than just add to the coffers. This would also help make cities unique.
[quote]I also didn't see any real reason not to just settle a bunch of cities off the bat. I would like some more tradeoffs here.[/quote] The number of people joining your empire each turn is set by faction prestige (Growth rate). Growth rate is evenly divided by the number of cities you have. More cities = slower city level up. This is a powerful disincentive to city spam. Regardless, I agree we need more reasons and mechanics to specialize cities.
Maybe tactical battles are just images in the rear view mirror. I digress yet agree.