[quote who="Glazunov1" reply="9" id="3268496"]Would have been nice if prices rose and fell according to the presence of threats around the city of affecting roads between them. I know it won't be done, but still.[/quote] heh, that'd be awesome! :) If you are doing well, those things cost a pretty penny, but if an enemy army is within the ZoC, the price lowers relatively to the enemy army's power score.
Tasunke
I like the idea of Capitar being able to bribe themselves out of a battle ^_^ (aka gold-costing retreat) However, night assassin might work better for the Umber, imho. I also like the idea of Horses and Wargs giving the Umber food instead of mounts :) ... (perhaps *they* can use Skaths as mounts, as a natural ability perhaps instead of Master Scouts? Or as part of the race. Skath or Umberdroth perhaps ... probably can use Skath mounts, and can build
not worth it unless the game becomes a CK stylized sim ... aka after dynasties and peasants are added in :p
As an interesting note ... playing 1.00 on ... easy I think? And monsters like ... NEVER attack my cities, and only occasionally attack my troops. I once had a Fell Dragon pass by my size 1 city, just sayin high. (btw, same dragon wandered off its nest, and I 'captured' it ... but don't have the tech Dancing with Dragons yet ofc). Well anyways, the dragon occasionally returns to its nest ... but only to say hi. It never attacks my city. (might attack free-ro
1, 2, ... 9 soldiers would all get 50 exp each (assuming 0 - 1 champions) 1 Champion and 8 soldiers? Champion gets 100 exp, soldiers get 50 exp. 2 Champions and 7 soldiers? Champions get 50 exp each, while soldiers get 25 exp each.
probably so. Also, is it just me or does bezerk seem a bit weak? Maybe if it removed 0.5 HP each round ... no? am I the only one that thinks the penalty on bezerk is a bit too high? (its only +3 attack after all ... I mean *maybe* if some initiative was added as well) Anyone find a useful strategy for Bezerk?
1 I like Outposts as is. Have you been up against City Militia before? Maybe its just because of my crappy starting position, but they had longswords, and those hurt ... ouch. With pillar of fire and size 5 militia, you can have a pretty strong force. I would agree that it should make slightly more sense though. I mean, maybe no archer militia until the archery tech ... (which, by the way, I think is a bit too expensive :p) If anything, perhaps outposts could have a li
Kraxis can be kinda strong ... I mean I don't know exactly when the +10 defense activates on trained units (I think its half of total unit HP as intended, but not sure/not confirmed) ... but its certainly helped them out in the early game battles (like before the better warfare techs, like, say Blacksmithing or Weaponsmithing), or before metal is plentiful enough to build those things ... in any case, during the days of leather, and the early days of metal, that Kraxis trait can c
[quote who="joeball123" reply="10" id="3268078"] Wraith Blood, as it stands, provides you a marginally useful bonus for low-level heroes, a significant penalty to the health of any unit or champion with Wraith Blood, a unit trait (Zealotry) that grants a small initiative bonus (+3) but prevents any unit designed with it from ever gaining any health (Zealotry), and a unit trait of marginal usefulness (Hallowed Rite - +3 mana per kill, and I'd assume that this works the same way that t
Golems-> Ironeers only Juggernaughts -> Yithril only Slaves -> Tied to Slavelord trait perhaps?? (its a bit weak for being 2 points at the moment ... imho) Henchmen -> ??? (either way) that leaves ... Krax, Amarian, Wraith, and Tarth. (and possibly Magnar/Altar) for racial specials. Well hmm ... lets keep Altar with Henchmen for now. Magnar needs something new though. It already has +50% fire resist and -
should double strike still be range restricted though?
NO!! but I DO think that the adventurer's guild should give like +2 exp per season (to champions) --> if they garrisoned in that particular city ;)
[quote who="GFireflyE" reply="11" id="3266856"] Shieldwall has been nurfed in 1.01, mostlike due to this thread. It will be +3 instead of the +5. [/quote] we will see. Personally I think the better option would have been to remove shield wall from the unit "design" ... but meh. +3 def is good enough that Altar will still use it, but not so Obscene when you start stacking it. ^_^
[quote who="NanakoAC" reply="3" id="3266443"] Quoting Kalin, reply 1 The problem with shieldwall is not that IT is op, but that the AI don't know how to effectively COUNTER def (like elemental damage), or at least they don't have enough time to do so. For example... if you run your shield wall army against a bunch of well designed mages... it won't be pretty. Well, mages are another matter entirely. I think that as we have a generic "defense
Yea, the Stormworld lizardmen look cool. Perhaps to give them a bit more distinction from the Quendar you could use the "old" art assets for the Quendar? Are those art assets around anymore? (granted though, since the Quendar aren't in Stormworld, its probably not an issue. A more Modular lizardman plugin though ...) ->like one that could be added to base FE
Yithril and Altar are excellent races. (and AI Magnar seems to do well too) Gilden seems like a good race, perhaps the Golems could be stronger ... but Armoror sov trait + Master Smiths nation trait have great Synergy :)
Hmm. Jug factories is ok ... but having Juggs more powerful than Dragons, not sure I like that. Maybe make Dragons stronger? :p (and Juggs more expensive rather than weaker? ;)) But I think there is definitely something to this ... at least as far as making each race relatively equal in strength. ;)
[quote who="Tuidjy" reply="38" id="3264547"] Quoting DGB246, reply 35Yeah master scouts is good but I wouldn't consider it OP or broken - the other traits should be boosted so that they are on par IMO Master scout, enchanters, binding, defensive, lucky, heroic, slave lord, wanderlust are the top tier race traits. [/quote] Defensive and lucky, certainly. They are quite flexible and cost only 1 point. Easily top tier. Slave lo
metal and crystal are useful for armies/ trained units. Metal can give you armor and metal weapons (for armies), while crystal can give you magical weapons (for armies). granted none of this helps your Champion(s), as they *have* to buy their gear with gold, unless they find it while travelling. (personally I think its silly that we can't just spend around 15-20 metal on equipping our champion with good armor .... but NO we need around 500 gold instead.
I tend to build Conclaves in all high essence areas, and Towns/Fortresses in all non essence areas.
when I save scum ... its usually only in the beginning stages of my understanding of a strategy, so that I can try out different angles, etc. (I'd probably say I'd save scum maximum of once for each strategy + race combination ... as far as playing one game to relative completion.) Since these types of games take a long time to play, I'd rather a bad event (assuming it occurs) didn't ruin the whole game, or well, at least my current strategy. I mean, what good
but what if he don't have earth Sha'ads ... ?
If you pick conclave, picking Oracle will also increase essence by 1.
any game except for morrowind of course .... the taunt is speechcraft ;) but, of course, there is also "Frenzy Humanoid" in there, which is basically a magical-based taunt. So in Morrowind you have both :p
used to be, all champs divided the xperience equally. Before that, everyone got the same experience. Right now it looks like champs have a higher tendency to gain exp than soldiers (which I like btw), and sovereigns have a slightly higher tendency still). In fact, forever I had been travelling with Sov+champ, but then recently I kept the champ in a newly conquered city. So I had a Sov + large army facing off against a very powerful (neutral, fire-beast army) foe. Well, my leve