There is a huge range in power outcomes of rewards for quests / spoils, which is for the most part interesting, but there are a couple of things that appear to be gamechangers and really unbalance the scenario. The quest which give Panca archers is quite easy to handle very early on, and once you have them you can pretty much steamroll everything in the early game. I'm not at the game right now so can't remember the name of the sword, but the one that gives you mana bl
Droghar
well, in its defence, it is rare. I've only come across it through Path of the Assassin - is it listed or heavily biased there? In general, all of the abilities that scale with level are better than those which are fixed value, largely because it is so easy to level up, especially early.
My first main playthrough for Beta 3 was fire/death mage, Magnar. I found the level-ups quite boring, especially at the higher levels. Last night I made a custom Tarth sovereign, melee fighter with earth magic only, took him down the assassin path, and it’s far more interesting. The ability to charge (can often close to combat in his first action), getting multiple attacks, pushing a high dodge to be able to survive closing with a lot of enemies.. Equipment is far
This is my first play of E/FE since just after Elemental was released, thought I’d leave it for a while and see if it came good. Overall I liked it, fun and a little addictive. My main criticisms have already been covered by others, so succinctly Expansion is always the better option, food limits population, not growth, so it’s always worth doing. Outposts for resources away from good are particularly obvious choices. The quest
[quote who="falconne2" reply="365" id="2781465"] Quoting VR_IronMana, reply 364 There are some serious gameplay overhauls that need to be done and these will require lots of QA, re-balancing and AI changes. I'd say in the very least they have 6 months of more important work to do, more likely even longer. [/quote] Well, yes, but pardon the expression, sometimes there is no point polishing the turd. If the tactical battles and way battle is conduc
I don't mind specific resource scarcity, it makes you adapt rather than play the same every game. If low on materials you have to bias away from materials expensive buildings and troops, same with metals and crystals. Naturally you pick your military/expansion targets accordingly Playing as empire, who only get 1 material through buildings, I've had plenty of games with no special material resources for a long time - I used the creatures available through the Negotiation branch as the
Reading back the old posts from Frogboy does make me sad - we were all swept up in his vision, which was what we all wanted, and the execution has been nowhere close :(
I have no idea how I ever missed this game, but I did. So, bought it on Impulse tonight, started playing, then 15 minutes in the game just closes completely. Try to reload and it goes about 5 secs into the loading screen and crashes again. Can't get it working. Restart my computer and it's fine for a bit then crashes, and I can't get it back up Is anyone else having this problem or have any idea about it? thanks
One could perhaps put some tech prerequisites from alternate branches, especially for really powerful techs. For instance certain metal weapons might require a Mining advancement in the Civ branch, powerful magic weapons may need advancement in the war branch and some of the more powerful Civ techs could have diplomacy pre-reqs. Tech can be kept organic and still have connectivity between the branches
I don't really see the point in having hundreds of units on screen purely as display. If they are all actually useful that's another story, but you won't be able to do that with the current combat system or anything HOMM like. The only way I see it would be to have a Dominion 3 type system, where you position your troops and script them, then the computer runs the battle. If that could be implemented well I think it would be the perfect combat system here - battles are truly epic in d
Ah, the spy summon demon is early and overpowered, he slipped my mind. He needs to be nerfed
yes, the Fallen can get some more gold income, but the monsters and psions aren't anywhere near as good as armed and armoured troops. The gold mine advantage is nice, but I find by the mid game most money comes from battles Have I missed where the Fallen get a +7 prestige building like the Palace somewhere? I've never gotten to high level cities with them (note I never play to the end, once the game is obviously very won I stop)
Apologies if this has been addressed elsewhere, I haven't seen it. In contrast to what I gather from posts most people have been doing, I’ve played mostly Empire to date. I made a switch to Kingdom last night and it seems to be much much stronger. Hard to say for sure until MP, but there are several key things in the tech tree that makes Kingdom a lot stronger, and I haven’t seen anything in the Empire tree that stands out as balancing the ledger. The recruitable units (da
I'm with all those saying the food mechanic is the best way to address city spam. It fits the setting and the mechanic is already there with the intent to stop city spam, it just fails because level 1 cities don't cost food Pioneers and settlements cost 1 food You start with 1 food Caravans don't give you food - gold is a better fit and will help with gildar being the limiting resource outside of monster farming Nature's Bounty maybe needs to be mo
lots of good thoughts here, one point on #1 - do we need so many pieces of armour? apart from causing balance difficulties, it seems a complete waste. One slot body armour, one slot shield is all that's needed. We can get rid of greaves/helmets etc. I support the addition of a fatigue mechanism, it works well in Dominions3
Going back to the OP, the specific problem of new outposts building military units could be solved by the way people are handled As we have it, pop growth is by an absolute number each turn, such that 1 person breeds as fast as 500. Military units are fairly small in number, so training them doesn't hit population much. If we had population growth scaling with size, as it does implicitly with civ, say by increasing pop growth by 1 per city level, and military units had more pe
The best balancing mechanism would be to condition the amount of loot by the relative combat rating of your army and the monsters, just like xp is modified in DnD. That way you can’t plunder thousands at low risk, if you want big loot you have to risk your army
No way, I was born in 78 and can remember using first tape drive on my amstrad 464 and then 3.5", must have been into the late 80s
How did you manage the fire giants? At 16 mana each were you able to produce them all with your sovereign (before you took hs essence that low), 1 per champion? I had thought each champion would need to cast his own, and you wouldn't have sufficient mana I have followed a similar if less extreme strategy, took 15 each int/wis/char on my sovereign, imbue all of the champions I find without letting sovereign essence drop too low. I take then to 10 essence (enough for 2 chain lightnings
Penalising city spam for players and especially AI would help a lot I think. It's the sheer number of cities to manage and conquer that takes a lot of time without a lot of fun in the end game. For the most part the food mechanic takes care of that and makes players trade off between city level and number of settlements - just don't let the AI cheat on it! Most of my growth always comes from capturing endless settlements the AI has built with disregard to food limitstions Presuma
I have found this extremely infuriating. It is taking me ages to take out my opponent because he has spammed the map with settlements with no food anywhere! Just by conquering them my food goes massively negative, and I can’t level up my capital. I just found out readin gthe forum today that you can destroy settlements, so I might have to do that. It is frustrating that the AI employs a settlement spam strategy that players can’t – not because it makes the AI too powerful, s
my advice is to pick one nation to play with for a while, experiment a bit, read the nation guides, play some more. Don't try a different nation each game, they play very differently the early era nations are probably easiest, Niefel is fairly one-dimensional while still reasonably strong, especially in the early game I played mostly Abysia when I started, as they are fairly simple. unfortunately they aren't very strong after the early game without planning to use blood magics
It's a very good game multiplayer, very good. Boring as hell in single player. There is a steep learning curve, beware, you will get soundly thrashed in your early MP games, and they take a while (typically play by email), but the community is good. In terms of variety of items, weapons, spells, races, units, etc, it's a paradise. Absolutely insane. The manual is old school and brilliant I played consistenly for about a year and then stopped. My main complaint is that late gam
Really? I actually find materials very limiting early, especially when playing as Empire. I never have enough crystal or elementium
who am i to disagree?