As parrotmath has said in another thread, modding a beta is not really recommended because it alters the game experience and potential constructive feedback the devs are looking for. I would have modded vanilla FE, but shield bash doesn't exist there. So, test this mod if you wish, but keep in mind it is not base game and make comments accordingly.
ampoliros5
[quote who="ampoliros5" reply="10" id="3344426"] Quoting Aexrael, reply 5 Shield Bash could cause a Daze instead of Knockback, this would make it alot more worthwhile. +1 bash should definitely add "dazed" condition, but with a chance for the victim to resist the daze where the resist chance is initiative based. Basically, the quicker units are better able to avoid getting hit hard enough to be dazed.[/quote] OK, I've mad a mod and tested it
The OP didn't say "remove" the cooldowns, just reduce. Fireball hurts everybody, yes? So you risk splash damage from that spell. (I have to admit I've never had the opportunity to get deep down the spell trees so I can't really comment on spell power/cooldowns.) Maybe a case by case basis. I think warrior type abilities should have shorter cooldowns - melee is what these units were trained for after all.
During trade negotiations, allow me to remove an item that is on the table without having to cancel the entire trade and start over.
[quote quoting="post"] I think that the long cooldowns of the abilities make the combat boring. The cooldowns should be reduced from 5 turns to 3 turns to make the combat more interesting and the abilities stronger.[/quote] I'll give this a +1. Most combats are over before the cooldown has been reached.
[quote who="Aexrael" reply="5" id="3344183"] Shield Bash could cause a Daze instead of Knockback, this would make it alot more worthwhile.[/quote] +1 bash should definitely add "dazed" condition, but with a chance for the victim to resist the daze where the resist chance is initiative based. Basically, the quicker units are better able to avoid getting hit hard enough to be dazed.
[quote who="iowausa" reply="70" id="3344269"] I noticed that on the Main UI it shows the unit Moves as 2/2 or 0/2 for example, on the bottom left of the screen (Details). But when you mouse over the unit on the map, it only shows the unit Moves as 2 or 3 (not 2/2 or 0/2). If you notice HP is consistent across all sections-- Details and mouse over. Even more, HP is shown as a graphical bar (green) on the Unit portrait--in both the Main and Tactical UI. I
[quote who="mqpiffle" reply="62" id="3343182"] Quoting FuzzyGold, reply 61#1 Have a switch that turns road building on|off so that we don't have to do move+click multiple times. Sorry, I don't understand what you're asking for here...?[/quote] I read it as: Put your "Road Builder" unit into road builder mode so it auto-builds roads. (or turn the mode off)
[quote who="jeffreyac1" reply="47" id="3342903"] I'd like to see some sort of mechanism to allow heroes the ability to gain xp in cities. Seems to me making viable administrators could add a layer of options to your heroes, and give you something to do with those 'extra' heroes you don't have an army for.[/quote] You are not alone. There are others who have asked for admins to get experience. My own suggestion is: Any hero stat
[quote who="dday235" reply="18" id="3342621"] Personally though what I'd like to see is more powerful Heros, but with a perma-death penalty. So instead of just getting wounded when you defeat them, they actually die. Would balance out their power a bit if they are beefed up.[/quote] They would have to be significantly tougher than at present if they are to have permadeath. Right now the only hero you'd have is your Sov unless you babysat them, which is no fun to do.
[quote who="DsRaider" reply="45" id="3342623"] Nobody ever used weapon damage types, ever. The problem was it was utterly pointless without armor types, which really didn't exist in FE.[/quote] Chain had cutting resist and Plate had blunt resist. As far as Pierce goes... The regular spears maybe not have a ranged attack, but have a Javelin which has an attack 1 or 2 less than the same level spear and has a range 5 or 6 attack with 5 turn cooldown.  
I snipped out the stuff I'm either meh about or actually disagree with. I also moved one of his sentences to where it fits better. [quote who="Kegobeer" reply="43" id="3342605"] I don't quite understand what direction the weapons are going. In the previous game the weapons had more purpose and variety..... For Example: Each weapon had a 1 and 2 handed version, this allowed for a choice on unit design to go for raw power or to mix de
While it's true that in real life one champion could not take out probably more than 10 unless it's Hollywood and the enemies come one at a time. But this is fantasy and the heroes should at least be on par with a single stack of "current" trained troops. Yes, the mechanism is there in place for making heroes on-par with troops, but as you said, there is not enough XP. I'm sorry, but I want ALL my hereos to be op-par, not just one or two.
[quote who="sweatyboatman" reply="2" id="3342385"] Instead, you should be able to attack any units in your ZoC without having to declare war (barring a NAP/Alliance treaty).[/quote] This, and with ZERO diplomatic fallout.
[quote who="Darxim" reply="4" id="3342577"] That would be a dramatic change to the game. Many things would have to be changed, not just from a coding perspective. It really just won't work. Besides that, I like having my champions on the battlefield. It adds a lot to the game, IMO.[/quote] I think the OP is just trying to brainstorm a way to make heroes useful again. Personally, I don't think the OP's suggestion fits this gam
+1 Also, in 0.75 the AI seems MUCH more xenophobic.
[quote who="parrottmath" reply="2" id="3341440"] Tower of dominion... eliminates unrest due to the amount of cities you own.[/quote] That is 1 city only! Not a solution for a large map.
I haven't seen Mimbly since the 0.75 update. Just wondering. I like Mimbly.
[quote who="joeherbert48" reply="3" id="3341414"] In regards to XP gain. In MOM you got XP per turn regardless if you fought something or did something or not. I think that could help the XP gain for all characters so that all can eventually hit high level marks if you play long enough. I'm personally not a min/maxer so I don't care if I have lvl 22 characters or not. I never liked the concept or game design that puts so much emphasis on characters instead of strategy and tactic
Yes, I think your capital should have a Tavern building which always has 4 random heroes in it. The heroes will stay there for say 7 +/- 2 turns and you use your fame to recruit them. Each hero will have different fame needed to recruit. If no Sovereign recruits a hero as it makes the rounds from tavern to tavern the hero will level up and try again at your tavern. The level of the heroes in the tavern will be -3/+0 of your Sov.
I agree. As I stated in another thread about the Ascian, I would like to see it have normal panther speed of 4 (or is it 5) and to balance lose the lightning teleport attack. If lightning is part if the Ascian's character, then add back in a range 1 lightning attack.
The 2% unrest per city is a welcome balancing tool. I do like it. However, it needs to scale with map size. Other 4X games scale the "huge empire" debuffs according to map size, so should LH. I think it could be as simple as: Small maps - no change Medium maps - first 5 cities do not add unrest Large maps - first 10 cities do not add unrest The numbers may need to be played around with, but the concept is clear.
If you capture an outpost and have the Road-to-Outpost tech, you should get the road built if the outpost does not already have a road.
When a unit deserts and the player clicks on the notification, jump to the location of the desertion and tell what kind of unit it was!!!