xaltotun

xaltotun

Joined Member # 3633355
44 Posts 239 Replies 424 Reputation

I agree that it is hard to get a consensus on the issue of roads. Some people like the added feature and tolerate (or even like) a bit more complexity. Other people would just as soon skip it. My thought process is based on playing MOM and AOW:SM. In both cases the ability existed to build roads (at a cost). It seemed to add to the game. I can clearly see on this issue and a b

28 Replies 29,124 Views

The gameplay reasons for being able to build roads where you want them are: 1. defense network: one army can cover a broader space. Think of what the romans did with roads - they put them both to and along their frontiers. 2. faster movement: If you have long distances to cover in a repeat fashion roads reduce the overall drudgery effect. 3. Offense: It is possible with a good road network to assemb

28 Replies 29,124 Views

Pirates? What a cool idea. They sail along the river or the coast line and loot cities.... A new Heavenfall mod for FE?

29 Replies 9,434 Views

So, except for Lord Xia, this humorous thread lhas had responses that are all serious. What does that say about the sense of humor of EF beta testers?

29 Replies 9,434 Views

I have been trying to sort out how we got from .77 to .80 (see Frogboys posts today). Here is my best guess: .78 was the version that we would have received last Thursday. It would have been fun and balanced but Frogboy wanted us to anticipte FE perfection longer so he delayed the beta release to next Thursday and made more changes. .79 would have had the ponies that Lord Xia has been requesting incorporated as anoth

29 Replies 9,434 Views

One of the things that kept archer units from getting out of control in MOM was the way range worked. Short bows lost both chance of hit and damage with range - even on the small battlefield it had quite an impact on strategy. Long bows had a range penalty but it was not as bad as the short bows. Perhaps I missed it and FE already has a range penalty for archers. If so, its not effective as they are very powerful from anywhere on t

14 Replies 5,259 Views

There has been a lot of discussion in the forums about how overpowered hero units become vs regular units. One reason for this is that hero units gain abilities, etc as they level up and can find new equipment as loot or buy new equipment to improve both their survivability and their attack strength. Regular units level up but gain only some stat improvements. To improve their armor or weapons they have to pay for an upgrade.&nbs

0 Replies 1,247 Views

I don't think we should get in the business of limiting the number of ways that people enjoy the game. I agree with several of the messages above: 1. Have an "Iron Man" option for those who want to play without the save/reload ability. 2. Let everyone else play the game they want to.

21 Replies 22,695 Views

There are some interesting ideas there: better non hero units earlier Magic non hero units! Easier monster recruiting! Sounds great. I can't wait for .78.

144 Replies 343,386 Views
Reply to .78 Changelog? in FE Beta

OK. I now understand. .78 Changelog 1. Kingdoms are now 40K Space Marine chapters. 2. Empires are now based on the movie Aliens. They have two kinds of hero units: a. Alien Queen (Now called Alien Fallen Enchantress or AFE). b. Face huggers. If they catch your hero unit your hero becomes an Alien (after a very me

10 Replies 44,340 Views

With the next beta version of FE coming out next Thursday, it seems like its time for a changelog so we know at least part of what's coming in the next version. What about it?

10 Replies 44,340 Views

MOM was a great game for its time. Today it is still a great game becuase it passes the fun test. I don't know how many fancy graphics games I have played in the last few years that in the end are not fun for very long. MOM's mix was was fun - with all its faults - to keep me and others coming back when nothing else gave us that enjoyment. The point some of us are making is that for FE we should look at the mix of

104 Replies 378,175 Views

I too would like more thought on tactical battles and I agree with your desire for large stacks for epic tactical battles. The latter might not be possible but perhaps larger (not quite epic) tactical battles would be possible. One thing that AOWSM allows is adjacent multi stack fighting. I had a lot of fun with three stacks vs three stack battles with both sides having units at level 1,2 and 3. I would think that could be impl

104 Replies 378,175 Views

For me and probably a lot of long time 4X gamers, MOM was a lot of fun despite the lack of a working AI. That statement alone tells you that MOM nailed the right mix of magic, creatures, city building, (road building), faction uniqueness, replayability and non hero army experience building. When it came out it was quite unique. I played played it a lot then and have continued to play it over the years. &nbs

104 Replies 378,175 Views

This idea has a lot of merit. The whole flavor of the game changes when the hero units are not longer just fighting a small handfull of standard units. This could also be helped if the game allowed adjacent combat as in AOW:SM. In that game all stacks of units adjacent to the square being attacked participated in combat. That often meant three stacks vs three stacks. But if you played your cards right you could have fiv

34 Replies 13,333 Views

This sounds like an excellent idea for a mechanic that would make unit upgrades both useful and practical. If you have a good unit from the start, at a reasonable cost, it could grow with you. +1

3 Replies 21,070 Views

In my view building roads in MOM did not add micromanagement headaches. Here are some key points of that system: 1. Engineers were a different unit that many (but not all) factions had the option to build. 2. An engineer unit could build a road on only one square at at time. 3. Terrain other than clear (woods, hills, mountains) took longer on which to build a road. 4. Multiple engineers on a square allowed the road to be build

22 Replies 7,568 Views

Trojasmic, the problem with caravans is they only build roads on their first trip- to one city. We need real engineers as Wintersong mentions "a la MOM" that build roads where you want them to. That system in MOM worked well.

22 Replies 7,568 Views

A few existing roads at the start certainly make sense. I also agree with the idea for the roads to have a cost - that should keep the total number within reason.

22 Replies 7,568 Views

I know this is not a new thought - but it has not to my knowledge been addressed and needs repeating: FE needs a way to build roads other than when you send a caravan to another city the first time. There are several problems with the current system. 1. We cannot currently have roads where we want them. For example from your city to an outpost. A proper empire has to be tied togeth

22 Replies 7,568 Views