Tasunke
Origins: I think the first 5 units (or most powerful 5 units) shouldn't cost maintenance. This would encourage early strong play, on a limited scale, which is both a natural counter and healthy alternative to zombie spam. Otherwise the only way to stay at 0 taxes and have a decent military is zombie spam. With the 5 free units, you both encourage a starting party of 5 decent units so that you can start leveling your Champion or Sovereign, but
yep ... if sword does not turn into a Druss blade then it is a bug. You should either destroy it ... or not finish the quest (keep it) ... or get a shiny new Druss blade :)
How about this for stealth .... AOE immunity (until revealed) cannot move through ZoC (until revealed) ... Once they attack for the first time, they are revealed. Therefore, if you can sneak past an opponent's ZoC, you can get a first strike to their back lines. And even if you CANT ... you will still get first strike (no counter attack) vs one of the melee linesman.
[quote who="Wintersong" reply="46" id="3094465"] Blunt weapons too? I thought that those didn't need to "pierce/cut" the armour to actually do damage.[/quote] Quite, blunt would be the "best" against plate ... but that doesnt mean they are going to get 1-hit kills. Blunt would be the obvious choice (asides from my additional historical preference of axes defeating weak plate) for defeating high armor units ... However Blunt would also have its drawbacks. ->
For the Fallen Resolyn-> +20% magic, -10% civics Trogs -> +20% warfare, -10% magic Urxen -> +10% warfare, +10% magic, -10% civics Kraxis -> +20% civics, -10% warfare Quendar -> +10% civics, +10% magic, -10% warfare (albeit my own version of Quendar would be +10% civics +10% warfare, -10% magic ... but that is a different story)
As far as Idea #2. Tasunke's Version Carrodus +10% Civics, +10% warfare, -10% magic Irane +10% warfare Persephone +10% civics, +10% magic, -10% warfare Gilden +10% civics Altar +10% magic
I think somewhere in between Starcraft variety and what we currently have. FFH2 is a good race balance imho (as far as how differently each nation is played). With non-elves, you could always go Catapult+Assassins if you wanted to ... but even then, normally you would have Axemen to protect the Cats and Assasssins, while if you are the Sheaim you get Pyre Zombies ... which really allow you to ignore catapults altogether if you want to. And
War should NOT give a blanket penalty. Instead, it should give a BONUS to those that hated your victim, while a penalty to the rest. A light penalty to those that don't care, and a large penalty for those close to the victim. (this way natural sides may start to form, even before the Alliances tech is researched)
Since killing Champs post-recruitment-> causes them to respawn ... Maybe 'killed' Champs (that haven't been recruited yet) can respawn as well! xD now, this could be in showing up during Quest events (take the reward or recruit the Champion) ... or respawning on the map again (after a few turns).
I don't think we need to improve the base levelling unit for regular units >.> Instead I think we should increase the starting HP. -> I think Champions having a higher HP increase is fine ... but for units I think the gradient is just fine. Albeit I'll admit I might think differently if experienced grunt units could be upgraded into end game units ;)
Meanwhile the Woodelves/High Elves were immortal Victorian aristocrats trying to become "the perfect native american" ... aka their Anglicized view of a people they saw as living 'one with nature.' -> and then Dwarves being Orthodox Jews living in Bavaria, with undertones both Germanian and Semitic (and the combination thereof) I think cave-dwelling was a part of contemporary lore on gnomes/trolls/fairies etc ... and just got combined w
Huh. And here I thought Orcs were based on Zulu warriors of south africa ... I suppose the Apache Warpath was something to also be feared though ... but Apaches relied more on archery (and eventually guns), not melee charges ... (at least, mass waves charges it weren't there specialty, although I'm sure there was some of that going around as well)
I concur with Swicord :p Where is this publicly posted pm? ;)
Yea ... so base Initiative is 26 ... daggers (and magical staves) have no effect most weapons give around -6 and Bows give -12
If you place a series of outposts, it creates a designated road.
Roads are for faster than 2 move travel. I am fine with 2 move travel in underdeveloped lands. (as I think in FE you can use enemy roads?) (so it probably will not be that large of a problem, other than in wildlands. Do you not agree?)
ah true ... the unique armor and tattoo magic being tied to TARTH RACE might be a bit more efficient than adding a third trait ;) (especially since its quite unique to the Tarth's culture)
If its later deemed necessary, I'm fine with separating Strategic movement from Tactical movement. At the moment it doesn't seem necessary though. (I mean a fast army probably should not be more than twice the speed of a slow army, so if tactical movement disparity ever got larger than 1:2 with trained units ... then I could see a reason for separating it) As an example, if slow melee could get as slow as 1, and if fast cavalry could go as fast as 6 ...<
3 faction traits 1. Woodsmen. -> forest bonuses, Wood structure bonuses, NO STONE WALLS (free forest related gear and spells) 2. Tribal -> upgrades to leather armor (better leather), Tattoo magic (and runic weapons), Slingshots w/ Poison abilities, NO PLATE ARMOR NO CHAINMAIL 3. Former Slaves-> units cost less maintenance, population gives less taxes, unable to build Slave Pens
I like the idea of Tarth not using Chainmail or plate but instead Slag-Hide and Scale mail. -> Rather, I like the idea of them being a Dex focused race that uses Wood and Leather instead of any metal armor. -> Certainly a weakness for melee, but their slingshots etc would be a counter/delay to enemy melee units. Speaking of which, why do the Quendar have scale texture instead of the Umber? Whomever has Pact of the Serpent should probably have the s
[quote who="DsRaider" reply="7" id="3093849"] Improving the Magic Tree The Magic tree could be divided into 3 branches. The first would contain the magical equipment and crystal techs. The second would contain the shard, mana, and spell techs. The final third one would contain the quest and champion techs. Only players who have a lot of crystal would be going down the first branch. Only players going for a very magic heavy strategy and the spell of making would go down the sec
I guess I just don't feel that +1 initiative can really be compared to +6 initiative.
What was it called? What were its stats?
As far as equipment goes ... Wraiths-> Vampiric Sword (heal life on strike) Trogs -> Cloak of Iron hide (+ranged defense and ranged dodge, lower init or movement) Tarth -> Forest Boots (no move penalty when in forest. +20% defense when in tactical battle in 'forest tile') Altar -> Ring of Slaying (+10 attack vs Beast, Elemental, and Twisted) Quendar -> Slaver's Ring (+2 gold per FIGURE killed)-> only one fi