Tasunke

Tasunke

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

haven't tried 0.86 yet, but as of 0.85 I don't really mind the cost of Items I suppose .... However, economies should possibly be more flexible, more unique, more entertaining. Give a national building (fairly cheap) that allows for +5 growth in one city. Give a national building at tier 2 of Civ tech tree that provides +1 grain. As units grow, give us choices about Research vs Production ... maybe a building that gives -20

35 Replies 13,830 Views

Hmm. I think full plate mail on average should give about -6 initiative penalty total. (less for cavalry) While a foot soldier might suffer -6 to -8 penalty for Plate mail ... (-5 or -6 if he has good strength) I think a Cavalry should be able to have only a -4 penalty or even less ... maybe a -2 penalty if he uses some trait to make the horse itself stronger. This is why I think we need horse-specific traits. -> Stalwart, +X wei

23 Replies 77,343 Views

Hmm. A screen showing the top 5 faction owned Champions of the world would be interesting ... Makes for a new element of competition, and new CnD for multiplayer games ;) -> perhaps the list would only show Champs and not Sovereigns? their abilities, equipment, and levels. -> maybe not show which faction its owned to add a level of surprise (make it more rewarding for figures who can figure out which faction owns which due to their own CnD, process

1 Replies 7,460 Views

I don't think Impulsive should be removed. I think intelligence should act as the "initiative" for spell casting. The way to do this is to have every point of initiative act as a fraction of initiative Intelligence/Initiative. In this way ... initiative still produces turn order, but intelligence will determine how many spells are cast during a single turn. Examples below: low initiative but high intelligence ... doesn't ge

28 Replies 11,303 Views

I think that Wargs (or at least Scaths) should add to attack bonus. While a war horse could carry more weight or be faster, Scaths should have an attack bonus (due to the monster helping in the fight) I like how Horses are -weight while Wargs are + initiative. (I think Wargs give +2 initiative iirc) This allows for very fast mounted units if lightly armored and riding wargs. I like how both Scaths and Spiders are -weight AND + init

23 Replies 77,343 Views

I don't think its bad that a high level caster can melt mobs with AOE ... but I think we should consider what said caster is levelling in. Is it spell power? Intelligence? Evokation? No, not necessarily. It is initiative. The highest initiative caster usually does the most damage. And its not even all that hard to get to either. Just select impulsive in Sovereign creation, wear a dagger, and get a couple +initiative traits if thats not enough. <

12 Replies 9,466 Views

I think it is a feature ... Personally I think multiple Armies should be allowed to occupy the same tile. If the UI needs to be improved so that humans can do the same, then so be it. The most awesome scenario is defending against a multi-stack AI army ... it just keeps coming and coming xD

3 Replies 2,290 Views
Reply to New Mage Troops in FE Beta

[quote who="seanw3" reply="19" id="3091808"]That needs to fixed then. Archers need to be totally blocked by good armor. The current mechanics need to be fixed. [/quote] If good armor should totally block archers, then fighting in melee should wear down the armor, so that archers would eventually be able to work. (requires melee units, but mixed army composition is a good thing). That wear and tear would be 'fixed' either after the battle or

31 Replies 9,884 Views
Reply to First full game in FE Beta

You only need one city to produce troops. Also military buildings should also only go into that one city. The rest of the cities don't want any buildings (other than those without a maintenance) and are just there to produce gold and science.

3 Replies 2,165 Views

I think HP gained from levels is fine like it is now. The problem is that units are (likely) using the same HP per level scheme that Champions are using. I personally feel that Units should be getting a little bit less HP per level than Champions get. Its kind of funny how my 'elite fodder' end up getting 200+ HP :)

8 Replies 5,861 Views

@CdrRogan Yea my built units were at level 1 :( Im sure the +8 spell resist from levels surely helped ;) Maybe I'll try that next time (build a well-equipped army early with the intent of levelling them) Usually, with the Dragons attacking so many times before I could due to fear, Id lose at least one unit each turn ... although I'd be able to kill at least one dragon before using the escape spell, and I had a lot of saved

24 Replies 14,794 Views

[quote who="seanw3" reply="17" id="3091989"]My Troops have near fire immunity, so it won't be a problem. [/quote] I'd like for you to post some videos of you fighting the Dragon Lord ;) and not just when you finally beat him down, but also record your early and failed attempts :p (referring to Sean's fire immunity)

24 Replies 14,794 Views

I think there should be more +growth buildings in the early game so you can choose between building your units or growing your cities via buildings. Maybe have a 'town square' building which requires no tech, which also gives 0.5 growth .... and maybe make Inn a bit more expensive and boost it to 0.75 or 1.0 growth. I get that building maintenance is meant to encourage vertical growth instead of horizontal growth ... and I'll adm

4 Replies 11,645 Views

[quote who="Winnihym" reply="4" id="3091684"]Yup, I agree that spells would be better on traits than items, but it may be that the engine can't do it that way. So far, the traits all seem to affect only stats, not combat abilities (ie, there's no stats that give a new ability to a unit, just affect the existing abilities). May be a limitation of the engine.[/quote] Sweep is a Trait. True Strike is a trait. I think Maul is a possible trait for monsters (unless bears

10 Replies 7,684 Views

[quote who="Kantok" reply="3" id="3091665"]I think unlockable traits that add specific spells is the best way to go. Don't tie the spells items. Keep the staves as the ranged attack and have traits that allow you to customize your units with the set of spells you think best. [/quote] This. And only stave units can have access to these Spell Traits.

10 Replies 7,684 Views

[quote who="ZombiesRus5" reply="76" id="3090145"] I got father figure first time through. Bah! just because I wouldn't kill people I though might be useful later on. [/quote] heh, I got father figure my first time through as well.

83 Replies 392,371 Views

Thank you for reading! :) I think Magnar might have cast Escape during a battle, with no cities .... and I think it placed him somewhere in the Oceans. -> due to the scrap golem bug we can see that things randomly teleporting have a chance of entering the water, and Magnar is no where to be found, yet there is evidence he may have fought and lost in the Ruins of Imperia.

14 Replies 5,481 Views
Reply to First full game in FE Beta

[quote quoting="post"] Once the war begin, I rolled right over them. It was a little too easy. What I noticed is that Tarth had many many cities, too many in my opinion. I only had a two cities with a number of outposts. Tarth should have used more outposts and less cities. [/quote] Having more cities is always better. The problem is that its not worth building half of the buildings (due to building maintenance). Only one city should really have barracks and command

3 Replies 2,165 Views

The Dragon Lord AI (at least on 0.85) is kind of bugged. He just sits in place :( (on the strategic map ... in tactical map he does fine :))

24 Replies 14,794 Views

What units did you do? My armored knights are only able to kill 1 dragon before dying ... Maybe I just need to buff my units more? (might be easier as a Kingdom (life) than as an Empire)

24 Replies 14,794 Views

Well, I think they should just have spells use a separate system than intitiative ... because kiting doesn't matter when you can fireball on the first turn (due to Impulsive) ... but if you don't have impulsive, fireball is worthless because it takes too long to cast when starting it without enough initiative. I think casting time should be tied to intelligence. Then we can probably have a more sane discussion about initiative, and perhaps bows will find

218 Replies 399,263 Views

Tying quest loot with Quest level is one way of doing it :D no more useless late game loot, or OP early game loot. (it still should be good, just progressively better with higher quest levels ;) )

3 Replies 1,645 Views

[quote quoting="post"] Just some of my thoughts, but it's my strong opinion that Spell Casting times need to go. Actually this play mechanic belongs in the Strategic area but it just doesn't work in tactical battles. [/quote] I think spell-casting times are fine ... but it shouldn't be handled by what we perceive as initiative. It should be handled by "magical initiative" and I think that this should be the intelligence stat. (Maybe Monk's ro

12 Replies 9,466 Views