Tasunke

Tasunke

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

[quote who="UmbralAngel" reply="6" id="3091098"] I think forming units into "armies" makes sense and it is really easy to do programming wise (the AI probably does this already). So that can probably be added, though after playing MoM so much I got used to having to select all the units each time.[/quote] YES! I think you should allow us (the humans) to make army groups via Ctrl+1, Ctrl+2, etc. Then, whether the army is on the road OR IN A CITY ... clicking the number wil

12 Replies 12,898 Views

So here I am thinking of making- well suggesting- types of assassin gear which gives several bonuses. Among those bonuses sometimes a bonus to initiative. Now, Initiative as it stands would be perfect for Assassins, to try and move before they get KO's ... and to try and keep Dodging in order to prolong their death as long as possible so that they can get in even more hits against the enemy. Now, the problem with plus initiative weapons and tr

0 Replies 1,030 Views

True. I see your point. What is the AI's alternative though? (I suppose it would be to move until 3 tiles away, so that if you were to move to attack it, a slightly greater chance that your unit would get surrounded?)

33 Replies 18,909 Views

ultimately someone has to do it or the game stalls out. If one side has more archers, it forces the opposing side to move across the board as quickly as possible. Its not always possible to optimize for getting the 'first strike' in melee. Often perhaps, but not always possible. (when I have more archers than they do, I just make sure I have a defensive line, I don't move forward)

33 Replies 18,909 Views

Hmm I see. on my laptop the space bar is next to an activated mouse pad that I no longer use, hence I haven't used it yet. What I would like to see is Enter being a possibility in the tactical maps, as sometimes the UI gets stuck and I can't end a units turn. (also the "Defense" skill for sheilds needs to have faster animation, it forces me to go 2x animation in all shield related battles) -> as can be infered from above, it onl

5 Replies 6,358 Views

That's an interesting approach sean. Although I'm not sure if bandit lord and warlord want to be Champoin focused. I think there should at least be additional unit bonuses. For me, Warlord seems to mean commanding an army from the frontlines. (bandit lord, on the other hand, can do the Assassin Path thing because honestly I don't see why they have that profession available .. and I think it should be more than just 2 starting units if thats h

24 Replies 14,794 Views

[quote who="maniakos" reply="12" id="3091480"]Armor is also needed in the regular melee once stronger weapons are introduced. There is always the issue with the Army amortization cost. That is the cost in time and wages that a unit will spend until it gets to the front, i.e. is used in battle. Once you factor this cost in the equation, building shock troops instead or armored troops is a waste of time and resources. Also factor in experience from survivability... it's a lost cause.<b

33 Replies 18,909 Views

It wouldn't be an issue if all melee units had 1 natural counter attack. Then 'first attack' wouldn't be that important ... but really I haven't focused on optimizing that sort of thing, because its unnecessary when you have that many extra mooks that don't cause that much maintenance. look at the zombie thread.

33 Replies 18,909 Views

Do you know how many +% bonuses you had? Stardock has a habit of multiplying % increases instead of just adding them. so there is that.

5 Replies 2,177 Views
Reply to New Mage Troops in FE Beta

all dex does is crit and dodge. Sometimes its good, sometimes it isnt. Constitution is always good. Strength is always good for melee. -> Dex as pertaining to armor ignore would be fine for daggers. -> Dex should be something worth investing in ... not just something to add via Champion's Gear for extra dodge n crit. For instance, if I want to make a good archer unit ... Why would I want to add dex? I don't. L

31 Replies 9,884 Views

mana blast used to be researchable. I agree it can be really crazy XD So now its attached to an item? Whats it called?

5 Replies 18,751 Views
Reply to New Mage Troops in FE Beta

yea ... I think archer damage should be in some ways affected by Dexterity. imho

31 Replies 9,884 Views

Well, Bandit Lord you only start with 2 bandit units xD normally the profession is a small bonus ... but I think in a perfect world each profession would suggest a different type of playstyle. I like my idea for Adventurer (im not biased I swear :p) ... but I admit that Warlord could be anything. Something that helps fielding armies I suppose. We could add extra quest exp for Adventurer, although there is already a civ trait for that I guess (could have

24 Replies 14,794 Views
Reply to New Mage Troops in FE Beta

Does a mage's Fire Attack/ Ice Attack ignore the target's defense? imho it should, and I think it should also have effects other than just damage. -> others have suggested initiative hits for those hit with Ice mage attacks, and damage-per-time (burning) for those hit with fire attacks. (not for spells already balanced, but for these new types of ranged-magic attack weapons)

31 Replies 9,884 Views

If champions were tied to quests then other Allegiance factions couldn't kill them. (one way to have a map-dependency without the potential unfun you describe) And yea I'd be fine with 1 base counter attack for all melee units. I think one version of Elemental, at some point, had this. (maybe a stage of WoM?) I'd like more unit traits for 'Mage' units and 'Cavalry' units. there really isn't much in-game poin

5 Replies 5,081 Views

Have you played a game to the final quest yet? :D Was a huge surprise when I did it ... I wonder if it'd be better if it had a more aggressive AI on the strategic map though (instead of just sitting there). I'td be worse than the appocalypse*! xD *in FFH

7 Replies 1,673 Views

Shouldn't ADVENTURER profession be the one that allows for more Champions? I think Warlord should provide a bonus to all units in his stack .... (like +1 accuracy and +1 dodge) While Adventurer should allow for +1 champion without the Experience split. (So an adventurer can take a champion friend along at no cost of exp ... while 2 friends would half the exp as if there was 1 friend)

24 Replies 14,794 Views

[quote ] The movement path dots should be colored differently for every turn a unit takes, for example they are green for the first turn, then red for the second, then blue for the third turn and so on.[/quote] I agree [quote] please fix the loot tables. [/quote] Better loot should probably just be defended better. And yes I agree, it is likely that all loot is currently randomized within a single array. Loot should instead use different arra

5 Replies 5,081 Views