pomalley

pomalley

Joined Member # 3760343
31 Posts 130 Replies 21,228 Reputation

I agree with most everything that has been said (especially the part about making other abilities stronger rather than juggernauts weaker), but I think we've got to sort out race traits vs faction traits vs leader traits. I'm not even sure offhand how it works, and that's a problem. I think there should at most be two: leader and faction. (Perhaps one of the choices when designing a faction can be choosing a race, which can then cost extra faction design points for better races.)<

74 Replies 247,722 Views

But the creature would essentially be a Guardian Idol, right? That's actually a pretty good idea and would be an awesome way to make them useful. I was thinking about Golems, though: that is, units that can leave the city and exist on the strategic layer.

3 Replies 3,012 Views

I agree. Do it like Civ5 and put *everything* as a notification on the side. Tech advances, enemy spells, whatever! Except for getting attacked, I guess, which happens during the enemy turn.

157 Replies 111,302 Views

Question to the modding gurus out there: Can y'all think of any way to tie a city to a unit, so that the city can build improvements for the unit. I'm thinking of making the Golem more fun (and potentially actually useful). Perhaps restrict one golem per city, and then you could "build" the golem a +5 fire attack, etc. A less-awesome way to do it would be to add buildings that give (e.g.) +5 fire attack to all subsequent golems built. But the first way is so much more

3 Replies 3,012 Views

[quote who="Polistes" reply="30" id="3262042"]Ok the problem facing a lot if not all fantasy writers is the fact that everything has already been done before, so they are stuck with taking themes that have been used since man started writing and making it new enough to be interesting, while avoiding too many cliches or being too similar to a story already written. And thats a very hard thing to do. Even Disney has issues with that, as evidence, the shitty sequels they release of their classic

32 Replies 46,403 Views

Definitely agree. Somehow in my mind this was in the "so obvious it will be included by default in version 1.1" category, so I didn't post it myself. But good job. Definitely needs to be done. While we're at it, can we get some feedback on how many figures in a unit miss? Maybe that would just make it too crowded. But when I'm designing dodge-based units it would be good to know if the low damage is because of misses, or what.

5 Replies 4,033 Views

[quote who="Emperor_Nero" reply="27" id="3264321"]I like that they didn't toss in elves and dwarves and make a game Tolkien would have sneered at. Fantasy tropes are over done. [/quote] Don't mean to jump on you, but FE *is* using basic fantasy tropes. Just because they aren't called "elves" and "dwarves" doesn't make it any different. You can basically substitute: elves->pariden, men->altar, dwarves->gilden, wood elves->tarth, orcs->yithril, evil m

37 Replies 52,963 Views

[quote who="mqpiffle" reply="5" id="3264007"]Does the faction you are trying to sue for peace with have the Proud diplo attribute? This could explain what your seeing.[/quote] I've never checked, but I've noticed it with every faction I've defeated.

7 Replies 18,698 Views

[quote who="Mtn_Man" reply="36" id="3263997"] Quoting Mmrnmhrm, reply 14I understand what he's saying in his review. I just don't agree. What he wants in his games seems to be every trend I am disliking in modern gaming. The shift towards tight, focused pieces of entertainment consumption. That's an interesting point. Used to be that you'd buy a strategy game, read through the novel-sized manual, and then spend months and even years perfecting

40 Replies 46,010 Views

[quote who="Mtn_Man" reply="35" id="3263982"] Quoting pomalley, reply 3I think that modability isn't an issue until there are some really good mods out there. Or rather, until a mod is recognized as being really good. I don't agree that a game should ever be given a pass with the "Mods will fix it" excuse. For one thing, sometimes quality mods just never materialize. Secondly, it can happen more often than not that a mod doesn't fix the things you thin

40 Replies 46,010 Views

[quote who="discodog" reply="2" id="3263944"]One thing to consider is towns have buildings that increase food in other cities. That is helpful in leveling your conclaves.[/quote] Generally focus on conclaves, but to get higher-level cities I'm going to guess you'll need at least one or two towns with those buildings. Plus, gold is always helpful for rushing buildings.

9 Replies 7,505 Views

Well, most people (myself included) find late-game heroes overpowered, so I'm not sure what the reviewer is thinking there. Personally, I haven't found too much issue in the attack/defense balance, but I haven't played too extensively. Generally speaking, though, in some match-ups the defense is essentially negligible and sometimes it's a low-damage slugfest. I do agree with the level-up trait selection, to a point--see my other post on having a Kingdom life-mage as an

37 Replies 52,963 Views

I'm playing as Kraxis, and I recruited a kingdom-allied mage at (I think) level 5--she had path of the mage and life 1 or 2 (as well as knowledge and maybe one more). She's now level 15 and not once have I been able to choose another magic school or a further progression in life magic. Did I just roll snake eyes? Or is life magic forbidden as a level-up choice when playing an empire? Just about every damn level I get the option of evoker 1 and summoner 1--completely useless. I

3 Replies 6,716 Views

Strongly agree. Diplomatic AI definitely needs some tweaking, of not outright rewriting. There are occasions where it makes sense for the AI to fight to the death, but they should be relatively rare. As it is, it's (to use that term) immersion breaking. (But in a relatively minor way.)

7 Replies 18,698 Views

[quote who="Heavenfall" reply="8" id="3263367"] Quoting seanw3, reply 6Until there are a few great mods? You've cut me to the core, good sir. Recognized or not, there are two wonderful mods that were ready at release. And one of those is on the same skill level as a game reviewer, beginner. Calm down there, getting a bit hubris-y. We're not quite near "great" yet. A "great" mod to me is something that gets talked about before the actual game, such as Day-Z,

40 Replies 46,010 Views

I think that modability isn't an issue until there are some really good mods out there. Or rather, until a mod is recognized as being really good. Until then, it's hard to say "Well we might get a good mod in a few months" in a review. (Though from what the reviewer was saying about it being a construction kit he should certainly think so.) I have to agree about the endgame wars--if the AI were able to put together a serious endgame war then there would be a clear boundary bet

40 Replies 46,010 Views

I gotta say (and I've said it before) that Civ 5 does the UI very, very well. FE definitely could stand to borrow some of those ideas (such as everything in this thread). Civ 5 also manages to handle previously-pathed movement well--I really hate it that units move when you click end turn and then have leftover movement I can't use (and gods help them if they run into a monster). It forces me to basically move everything manually each turn. I just hope this kind of stuff happe

16 Replies 18,221 Views

Grip of Winter isn't stopping the production in the city I cast it on... that juggernaut is now one turn away. Yikes! I can provide a save if needed. Also, the description makes it seem like the spell effects multiple cities. I'm guessing it's not supposed to, but seeing as how it is effecting zero right now I can't really tell.

4 Replies 9,499 Views

[quote who="Napean" reply="21" id="3260179"] Quoting DsRaider, reply 9I dislike his comments on the writing. I read a lot of fantasy and play a lot of games and found the writing to be better then average, although some of his other criticisms about balance were accurate. Completely agree. No, the writing is not at the level of LeGuin (THE best fantasy writer ever, bar none), but it's comparable to what you get from fantasy writers nowadays.[/quote] I may hav

32 Replies 46,403 Views

"Soul" is, of course, in the eye of the beholder. I agree in general about not escaping from post-Tolkein fantasy tropes--but that's nearly impossible if you want people to relate to your game immediately. (Also, re: Henry Morgan, just changing the names and shapes of the creatures doesn't get you out of it.) That said, I disagree that it's any worse than MoM--I think that MoM gains by (1) nostalgia and (2) not trying to flesh out the races either in text or graphics (8-bit and al

15 Replies 22,334 Views

Eh... I've done a fair amount of software in my life and had more than a fair number of crunch times, and I think that if they sat down and hammered on it they could get this ready by Tuesday. Of course, I don't have the right to tell anyone to work weekends or long hours or anything, and I'm sure there are other things they need to hammer on. I'm just saying that IMHO if you well-ordered the enemy turn you'd clear up a lot more bugs and confusion than you'd introduce.

20 Replies 17,262 Views