If it's an ability that can be spammed (namely, cast indefinitelly without cooldowns), why not just make its duration infinite and only end when the guarded unit moves away from the guardian or when the guardian decides to take an action that ends its defensive stance?
The_Harlequin
I sure think it's worth it. It's been a long time since I last played FE. I have to say I'm pleasantly surprised. LH seems like a huge leap forward. The game feels like it has gained a lot of cohesiveness over time, and it now makes sense in areas where it was blurred before. Overall, I'd say the game has a character and identity that was difficult to find before, at least for me, as something truely disctintive and fun. It has its problems too, but those are m
This announcement really made my day. I have been playing AoW for like 12-13 years. No game has pulled me and kept me like that, EVER! I made a lot of friends playing it online (and I agree, that's where it really shines). The only bad thing about this news, is that autumn can't come any faster!
80-85 range, depending on the things we couldn't see yet, like the campaign, and they bug hunting/polishing till release.
What I'd like to see is something like: - Armor/weapons depending on tech; - Number of defenders depending on city level; - Quality of defenders depending on type of city (Town, Fortress, Conclave). (Increasing squad numbers or composition, etc.)
Very cool!
I still haven't found a good use for those spells. What are you guys using them for?
The article: http://pc.gamespy.com/pc/elemental-fallen-enchantress/1226380p1.html I think it's a fair observation. I agree with the areas that improved a lot and specially agree with the combat aspect that, even though it has also seen some improvement, would be great if it could become a bit deeper and more engaging. But this has alwasy been a peeve of mine and Brad has made clear he doesn't wa
[quote who="cardinaldirection" reply="196" id="3248308"]Decreasing initiative makes more sense than atk and def.[/quote] Totally agree. And it also seems to be more realistic, in that it would act like sort of a moral penalty: I always think that defending a city is a more commited and determined deed because you're fighting for your home and "family", than attacking. I still think that increasing the number of defending units would not do much because, for what I've e
Save for a few remaining bugs, I also think the game is ready. And, as we all know, with the continued support from Stardock and its modding capabilities, this is just the beginning. I'm glad to say that, from my perspective, you guys have created a truly fun game. Hopefully, the market will perceive the same. And since this appears to be the last piece left to crown an amazing experience, I just want to wish you the best of lucks with that.
Yesterday I started playing with this new build. I have to say that what I've seen so far has left me very satisfied. I think you'll get to your 8.5 metacritic mark with some polishing and bug fixing. But that's what this beta is for... I'd still like to see some improvements done in the UI regarding champ/sovereing levelling info: Some way to visualize what it means to be a governor, or a mage, etc. (what skills I'll be unlocking by picking this or
Voted good. Another big leap from last beta from my perspective. Succintly: Things I liked: - City specialization = more depth! - Better and more informative UI. Would like the focus to move to idle cities after they finished building something. Quite often I found myself forgeting to check. - New cloth map! - Spell book. - New Outpost functionality. Would like more d
OMG, the cloth map looks awesome!
Wow, sounds awesome! Can't wait :)
When I thought of buying a game through Steam for the first time, I was really hesitant. Like, I didn't really trust it. But then, living in Argentina where importing physical games cost twice as much (if not more) of what Americans or Europeans pay for them and getting to play weeks later, I really had to give it a chance. And I don't regret it one bit now. If it wasn't for it, I would have been forced to buy less games or maybe resort to pirates (which is something that I just w
Cool! Ty!
Cool. Will there be a building like in Civ to overcome that unrest? Where did you get that patchlog, btw?
[quote who="DsRaider" reply="60" id="3139392"] Quoting DragonRider862, reply 53I'd say that a very big part of the problem with sovereigns/champions is the way magic progression works. It's kind of crazy. The only thing you need to do to get more spells is to pick new ranks of the spell school when you level up. The difference between rank 2 in an element and the maximum rank of 5 is potentially as little as three level-ups (in practice it will be more, since you're unlikely
[quote who="Ausland" reply="52" id="3138927"]Enemy champions casting stoneskin/flameblade/wither/berserk in tactical combat while I'm hacking at them with my sword. By the time they are buffed, they are nearly dead or already dead.[/quote] But also, isn't that inefficient? Why waste the mana casting buffs each battle if you can pay 1 upkeep and start the battles already buffed (I mean the buff spells like stoneskin and flameblade).
[quote who="Frogboy" reply="275" id="3138269"]I'll be back in a month or two. Just going to focus on other projects. Derek has things well in hand as you can see in 0.911. We still have months to colander we do appreciate all feedback. [/quote] I think that's wise. You'll feel refreshed after that. Best of luck on the other projects!
[quote who="Replicators" reply="19" id="3135170"]1. Distance to capital. As your empire get larger and larger, the higher the unrest is in relation to your capital. Research, Magic, Garrison, and Infrastructure should help with this. 2. Unrest causes revolts in towns 3. The larger your stack, the slower your movement speed. 4. Allow multiple stacks to engage one stack. Take Mount and Blade's reinforcement system(I'll explain below). This will with out
Yes, we could even post our own save for inspection after each log. I think it would be a great way for all of us to learn, too. I don't know or understand many of the game mechanics yet and the game help is still incomplete.
[quote who="seanw3" reply="38" id="3137902"]It is a little hard to talk about the best strategies in this format. Can you post some videos of your choices?[/quote] Or he could give us a day 1 save that we could all play and chronicle sort of like in a PBEM log. The only problem is that it would have to be the same game build or it would be incompatible with ours.
[quote]Opinion: Level 1 champion shouldn’t be able to take out a black widow. Suggestion, Stone skin should do +4 defense plus +4 per earth shard.[/quote] The problem I see with spells that scale with shards, is that their power also scales with the size of the map. I like to play large maps, and large maps contain many, many shards. With a +4 bonus, it can build really high. So if you're not going to cap them, I'd rather have smaller bonuses. In your last battle
I don't know what changes were made to that build, but what I generally do is: Start with sov until I find a champ, recruit him and then gather as many goody huts as possible while killing monsters. I have a question here: I usually go in a single group with the premise that the exp per monster is the same regardless of whether I'm alone or not. But going in group, I think, has the advantage of not losing any potential experience and, at the same time, being able to face stron