Tasunke

Tasunke

Joined Member # 3846508
78 Posts 3,839 Replies 852 Reputation

via different "time options" Having the first two columns of the tech trees would certainly speed things up (maybe minus the exploration techs) ... AKA be the common "advanced start" like a classical start or something.

78 Replies 203,628 Views

[quote who="ben_sphynx" reply="194" id="3095795"]"The damage in early game is much too high relative to units' health. Either basic armaments get a nerf, or basic armor (and hp) get a buff. Didn't play enough at high level gear to have an opinion on that." I agree with this assesment of the problem, although not so much the proposed solutions. Part of this problem arises from the feature of only providing hit point bonuses to normal units as they lev

209 Replies 668,626 Views

I think it (STEAM/STEAMWORKS) is an added annoyance/red tape to SP gaming ... but probably an improvement to MP gaming. As I'm only interested in MP after many fun hours of SP ... it leads to me not wanting to get a game with extra red tape just to play SP, with the off chance that I might end up playing MP.

444 Replies 1,776,349 Views

They might just be spamming Pioneers until one survives, and its just the variability of the Beast AI at work. I've walked past beasts without getting attacked before.

33 Replies 45,029 Views

I think lairs with multi-levels (and thus can be explored multiple times) would also help with the problem of AIs using all the lairs. Lairs could be used by multiple factions .... until someone kills the bottom level of course. But as the bottom level, in a really scary multi-level, would be end-game material ... that wouldn't happen for a while ;)

33 Replies 45,029 Views

Many ways to implement this concept. Examples Below: 1. You could have only loot for the lowest lair, and if you flee ... any that enter have to fight through the upper levels again. 2. You get loot for each level, and defeated levels disappear. In this case, if you killed all but the lowest level, and fled .. the strength of spawns would GREATLY increase. (another way of implementing this is that, while spawn strength increased, there was a chance for a

33 Replies 45,029 Views

Hmm, multi-leveled lairs could be cool. Enter Lair -> Battle flee or go to next level? next level -> Battle flee or go to next level? final level -> BLAARGGGH and you die

33 Replies 45,029 Views

[quote who="seanw3" reply="10" id="3095831"] Magical Staves ought not to require any warfare techs, because they are the natural expression of magical warfare. I do think that there needs to be a greater variety of magical staves throughout the tree in order to express how fundamental this kind of weapon would be to a magical people. [/quote] -> Yep, magical Staves should likely come from a pure magical approach, without the need to delve into any sort of warfare techs

13 Replies 6,036 Views

[quote who="Bingjack" reply="10" id="3095861"] Theres a fun game in FE. I'm just not sure it's as fun the second game as much as the first at present. Once you understand how things work (or dont), you see where the wheels are coming off, and where opportunities are being missed. I definitely think it can get there, though.[/quote] This

11 Replies 9,756 Views

The thing is ... without guards, all lairs will dissappear very quickly once the AI joins in on the fun. Therefore, Lairs should actually be guarded, at least with monsters with better lair-guarding AI. I'm guessing that all lairs will be destroyed within the first 50 turns of the game once the AI learns to get rid of them too. (without consistent guards)

33 Replies 45,029 Views

Hmm ... adding an encounter to lairs sounds nice! :) (might give extra dangers to lairs that are actually guarded, and kind of a side-stepping fix, but it would certainly fix the current problem)

33 Replies 45,029 Views

[quote who="seanw3" reply="7" id="3095792"]The writer is likely unaware of the possibilities in the quest xml. [/quote] then someone should tell him ;) From my experiences in XML, its not all that hard to get into, maybe takes a day before you can start brute forcing stuff. (ie Copy and Guess)

12 Replies 6,342 Views

I was under the impression that each tech in a tree grew slightly more expensive based upon how many techs you already had in the tree. I could easily be wrong though. -> if its truly only graphical ... then perhaps magical weapons should be in the Warfare tree (with a magic tech prereq)

13 Replies 6,036 Views

I had thought spears were given armor ignore ... so that they could fight powerful beasts. However I do not think this is necessary, and if that was the case just add +10vs beasts or something. In any case, It would be kinda cool for some monsters to maybe have a lower/reasonable attack yet also have OVERPOWER. Having only weak attacks without, and strong attacks with ... has less monster variety. Maybe Ogres should be the low/medium attac

77 Replies 31,157 Views

Personally I think going for "magical weapons" in the magic tree is still a warfare choice ... so its almost as if that tech were in the warfare tree, yet it is not penalized for how many warfare techs you already have.

13 Replies 6,036 Views

Or more polish awareness. Yes, with fixed AI, better difficulty choices, an a ton of bug fixes ... FE will be a decent game [e digicons]:thumbsup:[/e] I think the main focus right now should be to have Factions and Races more different (from an absolute mechanics perspective), to increase replayability. More Uniqueness = (more) fun and replayability = a better game

16 Replies 4,712 Views

It would be nice to get a tiny peek behind part of the screen. Its been awhile since a meaningful journal, expressing the current mindset of the devs, has been released. I can see that, with the beta turning public, a lot of widespread (and sometimes conflicting) ideas are being introduced. Therefore possibly, with a bit of (contemporary) communication, we might have a better idea of which of our ideas are useless and which are useful. -&g

16 Replies 4,712 Views

I enjoy that you have taken the time to explain trifunctionalism. ------------------------- -> I disagree with building three things at a time -> I'm on the fence about researching three things at a time, but its probably a bad idea. Reducing Choice is bad. Surely there are ways of implementing Trifunctionalism without reducing choice? -> In art it is sometimes the convention to try and take an idea to its logical conclusion/

13 Replies 6,036 Views

I wonder if after 6+ injuries a champion should start to have a chance for death ... would help the AI if anything, cause at that point I think its a wasted slot ;) (or just have the AI's keep severely weakened champs home on defense, while only sending their best/healthiest ones on the attack)

3 Replies 1,197 Views

I'm sure I've said this sometime in the past, but I think it'd be nice if only Steamworks was only necessary for 'multiplayer' functionality. So if you just wanted to play Single Player you could avoid the red tape ... and if you later wanted multiplayer you could then dive in.

444 Replies 1,776,349 Views