redskull2

redskull2

Joined Member # 3662858
13 Posts 30 Replies 242 Reputation

Perhaps its an issue of the size of the game played? I have never seen 11 death nodes on one map period. Most of my opponents are long and dead before I ever reach that tipping point. As a comparison could you not achieve the same/better result with say 11 nodes and fire magic? Added to that is the better early game utility of fire magic. Look I'm not saying that with enough resources you can't make it effective. Its just that death magic pound for pound at the levels I have p

11 Replies 6,658 Views

Perhaps I have been unable to find the right button for it, but a problem I see is when you select level up bonuses for a city. I know a lot of people have said they don't specialize so it doesnt matter, but assuming at some point it would: let me look at the CITY DETAILS. When the level up window for the city pops up, I can't zoom to the city, look at its details, see what buildings are already built etc, etc. Especially in larger games and with the somewhat random factor of

6 Replies 5,687 Views

its not the system itself I mind, the mana production and adjustment in spell efficiency as one holds more mana shrines seems fine. Its just that summoning creatures in general is rather lackluster and death magic in specific seems ineffective and bland. The game could use a good dose of giant demon lords and skeleton armies with vampire generals for the people who wish to play a darker faction.

11 Replies 6,658 Views

Currently, after playing 3 or 4 games with death magic mixed in as well as life magic, its seems not just weak but focused in the wrong direction for making it unique. The elemental spell categories do pretty well within the expected specializations: fire is mostly damage, earth is protection and growth etc etc. Life magic seems (with heal especially) to lack scaling but at least be relevant as well as thematically correct. Death magic on the other hand just doesn't r

11 Replies 6,658 Views

cast a spell that take more than one turn and has an ae effect like fireball. get bashed before you finish casting and then attempt to cast. wont allow you to target anyone or cancel the spell. heppened to me in the caverns if that makes a difference .

0 Replies 1,515 Views
Reply to EMAIL IS OUT! in FE Beta

ok so my stardock account shows my pre-order purchase at PAX in 2009, no email. Checked my stardock downloads page, doesn't show anything.

84 Replies 70,890 Views

gotta say, from my experience playing FFH II, it really looks like some of the best aspects of asymmetrical game balance are making it in here. Kael you seem to be pushing the game really in the right direction. we don't want (or really need) a balanced game for all playstyles. We want (as you seem to know) a game that rewards very DIFFERENT styles, even if some are more efficient than others. I was a very early purchaser of EWOM, but this stuff is finally making it look like I ga

164 Replies 295,428 Views

so the criticism falls into 2 catagories: 1. the game is broken and not finished: this is a simple one. The game has horrible game stopping bugs, performance issues and is a bear to play. Or at least was, I haven't played 1.07 yet to see how they have improved the performance. I personally am sitting on the fence whether I want to try out the most recent patch. It might be an improvement but it do I care? the reason I probably don't is I can handle a broken game, thats easy. What I wa

281 Replies 1,163,910 Views

so when I lose 2 guys from my squad of 4, even after they heal, there is just 2 guys. Are they forever going to be unable to replace the people they lost? after a while in my game I had a bunch of these "orphan" units that started large, took some casualties, and never got back to full strength.

16 Replies 11,620 Views

The part about champions is definitely a big one. Though some people may be misremembering HOW heroes in MOM got so good since heroes (until they had some levels and equipment later) could not take on even regular units on their own: 1. Abilities, Abilities, Abilities: Heroes in MOM could have a huge range of abilities that most normal units simply couldn't have or that could not be combined in certain unit types. Armor piercing, life drain, flying etc etc, as they leveled up they got

80 Replies 299,603 Views

ugh that explains the massive swings I have had in fights. now with units of more than one model do their swings happen individually vs the unit they are attacking's defense? If I have a unit of 3 guys with 10 each attack for (showing on the unit card 30) do they take one big 1-30 swing or do they take 3 1-10 swings? I miss the system of combat in MoM if its one big throw of the dice. randomness with the potential for that much of a wild swing in result skews the combat a lot. I watch

24 Replies 15,225 Views

after the 1.05 patch still 2 ongoing problems: 1. Stops responding during tactical battles: Just what it says. I can select units, I can move around the tactical battle map but the turn button stops advancing the turn and I cannot move or attack with any units. I can move and rotate the map though and if I hit the autoresolve buttn, it will let me autoresolve the battle. 2. Graphical performance past turn 200 is still junk: I'm above recommended requirements and have updated v

1 Replies 3,305 Views

I should like to mention, that if the tactical battles are supposed to be very similar to MOM there are a couple of elements to MOM that seem to have been left out that match up with some of the concerns: 1. In MOM all units DID counter attack. They counter attacked as many times as they were attacked in melee. Lest you think this was overpowered, the main advantage of attacking was the order in which attacks happened. Additionally, there were a few abilities in the game that allowed

41 Replies 13,949 Views

I'm thinking of items like you could make in game in MoM. The cost/benefit equation to it was pretty simple: items took a lot of magical power and time to make. Additionaly while you were making an item, you couldn't cast any other strategic level spells. So a powerful item for your hero was a heavy investment of time and money. For something added for elemental, think of especially powerful items requiring essence. Think Sauron and the one ring, pouring part of himself into the item. Based o

11 Replies 7,237 Views

I think posting the strat guide combat details from MoM would be a good idea. Would give people a lot to look at and chew on. I imagine while a lot of people here have played MoM, a lot have not, and maybe even some who did didn't delve too deeply into the numbers. It has a lot of complexity with abilities, a very different meaning to the attack and defense stats and is surprisingly deep.

208 Replies 742,514 Views