Emperorjarin

Emperorjarin

Joined Member # 3775555
28 Posts 382 Replies 9,420 Reputation

Actually, make it do this for every city, not just the first one. I would recommend having the AI check a 2-tile radius for better land before settling any city, and if they find something better, move there. For the first city, don't move farther than 2 tiles (simply to prevent the AI from searching for the perfect city site until they're killed by a slag), but after that, the AI should reevaluate their chosen location once they reach it. If it's still the best

1 Replies 6,553 Views

My sovereign is usually a Kingdom mage who learns all five schools of magic thanks to the Enchanters trait. I always use Mantle of Oceans, haste, slow, and direct damage fire spells like flame dart, which is usually enough to wipe out whatever foes she's facing. If not, I always have a group of ice mage troops backing her up.

6 Replies 6,835 Views

While that is a totally accurate description, Gaunathor, it's pretty wordy to fit in that tiny little description space. The main message I want to come across is that you won't necessarily be earning as much as that little number says. It caught me off guard at first to see all the +X bonuses with no corresponding boost in income, having not initially realized the tax changes.

13 Replies 7,919 Views

This has been bothering me ever since .981 came out, the fact that you don't actually gain as much money from that Merchant you just built as it says you will. I know why that is, and actually approve of the taxation changes, but on the other hand, if I were a new player just starting my first game of FE, I probably would be very confused why my buildings and enchantments aren't giving me the money they say the do.

13 Replies 7,919 Views

Typically auto-resolve does not use any spells, to better conserve your mana (earlier versions could totally drain your mana when, say, fighting a single wolf with your level 19 super-archer), which is probably why your hero didn't use mana shield.

3 Replies 3,419 Views

[quote who="Kongdej" reply="82" id="3241583"]Am I the only one concerned about the "Base 4" reduction or boost being reduced will result in a much poorer spell, I am all in for less scaling on shards though, on all the spells hopefully.[/quote] You're not the only one. I am worried that an already poorly-implemented strategy (pure support caster) will be nerfed into oblivion with the reduction in base effectiveness with haste/slow, especially with the new init floor of 5 ver

158 Replies 59,654 Views

[quote who="joasoze" reply="1" id="3242086"]There is a special resource you can build on to get influence. The Altar gets 50 per quest they finish and can build henchmen for 50 a piece. Not that I have really found any use for Henchmen[/quote] If you like champions, you should love henchmen. They come with all the things we love about champions, are able to be put into stacks o' doom with no XP penalty, come pre-equipped with your best gear, and can come pre-loaded with a 10% e

18 Replies 12,156 Views

Mage staffs were actually at a pretty good balance at 4 base damage, IMO, though I use them enough that I don't mind them being slightly buffed. The problem, as you've noticed, is that archers are always outclassed by comparable armor techs. It doesn't make any sense that having a suit of chainmail will somehow protect you against a dragon's breath, or a fireball, as I don't believe there's any way to simply make mage staffs get reduced by armor without aff

16 Replies 3,338 Views

[quote who="CdrRogdan" reply="11" id="3242038"]I would prefer to see slow changed to a cold damage over time spell that had a static reduction on initiative (-25%) and a scaling amount of damage based on shards and/or level.[/quote] Interesting idea, but it doesn't really fit with the slow spell. I wouldn't mind seeing it as a new level 3 water spell, though.

11 Replies 6,171 Views

[quote]Reduced Short Bow attack from 8 to 7 Reduced Longbow attack from 10 to 9[/quote] If you're going to nerf ranged weapons, nerf staves by 1 damage. Their attacks completely ignore armor, and deal double damage against certain targets. I still have yet to actually train an archer unit, so superior are mages in my eyes.

158 Replies 59,654 Views

I voted good back when you first released the poll, and am debating changing that to excellent. This is a truly great game, and for the past two polls I've felt bad about voting for simply "good," but I reserve the rank of "excellent" for only a handful of games, and I'm not ready to remove Kohan II from my rankings quite yet. :P The only thing holding me back right now are the AI interactions, both with myself and with other AI, and wonky behavior from neutral and wildlan

195 Replies 783,850 Views

I'd recommend the second option. We already know that FE's champions are overpowered. What needs to be demonstrated now is how to improve trained troops to be competitive with champs, and worth the investment. Plus, I liked seeing the exploits with troops that you came up with.

25 Replies 15,644 Views

[quote who="Frogboy" reply="21" id="3240428"]That might be an interesting thing to look at. Simultaneous turns. Every (including people) move at the same time in FE. But you humans move a lot slower. So, as a practical matter, the AI units move first. I'm going to have to think about that for a bit.[/quote] Please do. Like seanw3 said, as long as turns are simultaneous, the AI will be attacked a lot less frequently than human players, and we

124 Replies 255,935 Views

[quote who="Ausland" reply="14" id="3240592"]Ah, I c, something to do with repairing the land?[/quote] Exactly. Ever notice how the area in your cities' zone of control gets all shiny and colorful as it expands? That creates what could become new fertile land, if you ever got a city's ZOC far enough away for you to settle in it. So, when your current city gets asploded, you might end up with a better spot then you started with. More likely you'll ge

15 Replies 6,860 Views

Having had a chance to actually build some troops in my most recent game, I must say they feel greatly improved. With an essence-heavy city and some decent production, I'm able to pump out some terrifyingly powerful troops that even my own heroes would be hard-pressed to take down. I'm particularly happy with my basic mage troops that have 60(!) elemental attack. I still greatly prefer building henchmen over troop stacks, but there's now a very serious incentive

150 Replies 537,590 Views

Oooo, interesting. I like the idea of boosting the effectiveness of all aspects of your city with the governor, especially given how easy it is to eliminate unrest penalties at the moment. I'd limit it to the city that particular champ is in at casting, though, if possible. As fun as it would be to have a governor giving bonuses to 2 cities at once, that would be completely nonsensical, and maybe slightly OP.

17 Replies 8,558 Views

Tactical spells with unlimited duration should be high-level, expensive, or both. That way, you can keep the OP nature of haste and slow, since you're gonna have to refresh it every few turns if you want it to last. I'd much rather have to refresh my game-changing spells than have a spell my enemy need not fear never expire. There should also be ways to get rid of even temporary debuffs and buffs on units, but I don't know how easy it would be to implement such a

158 Replies 59,654 Views

[quote who="GFireflyE" reply="12" id="3240490"]By season 100 I'm often gaining between 16-24 mana a turn. Add in that I don't 'waste' my mana in combat and only use it when necessary, I'm usually sitting on quite the stockpile.[/quote] I'm with Trojasmic on this. I have similar mana income by that time, but I play a massively mana-heavy strategy (lots of enchants, clumsy sov with all schools of magic available) so I find myself always starved for mana.&nb

15 Replies 3,095 Views