If one issue are horses/wargs being stockpiled and irrelevant, maybe more uses need to be added in for them. Some ideas could be buildings that require a lot of horses, like a market type, trade caravans, or using them as food for exotic mounts/units like dragons or trolls (they eat the horses). I think mounted units should be powerful than an "equivalent" unit of infantry, but they are harder to field and there should be some quirks about both that make the decision not so one
paladinjb
[quote who="NaytchSG" reply="58" id="3343174"] Instead of the blunt, pierce etc. what about using shards within a cities ZOC to imbue your weapons with elemental damage? Or make that Conclave specific so that a Fortress troops might have high init, but a Conclave's troops might have ice spears with a -2 init per hit frost effect. [/quote] That's not a bad idea that a conclave would give a unique bonus to trained units. You could even ad
Swords are not OP. They seem OP for champions just because of the sheer amount of them available compared to the other weapon types, but for regular units I think they are not as good as the rest. I think they could use an on use ability of some kind. Bows are alright. They require a bit more planning and customization to use as effectively but can be really strong, as noted above. I think that they their tech location discourages early research, and it
Let the sovereign always get max xp but keep the xp split for other champions.
I like the spear mechanic as it is. The weapon special actions add more fun to the tactical battles. While it seems improbable that a spear would pierce through an enemy and strike the enemy behind him with the same force, you don't have to think of what happens that way if it bothers you. Think of the spear unit going for an intense charging attack where the unit directly in front gets impaled by one or more spearmen and they keep going forward a few "t
[quote who="jonmdewey" reply="3" id="3337025"] The final component of the strategy is the use of the lightning hammer (for the +per level damage mod). Moving this mod 1 or 2 tech levels higher would probably put it out of reach for the early game. Alternatively the per level damage could be capped at +10 or +15 which is still a respectable damage number but doesn't go into the ridiculous +20 or +50 when you get really high level characters. .[/quote] or ju
yeah trainer skills should be early in the tree. after the trainer skills should be some cool buffs/abilities to give to your army. i mean, once you have mastered the ability to train your troops, the next step is your troops kicking some butt with your guidance.
I noticed this too. My summoner is just steamrolling everything.
I have a city right next to an ancient temple that I built, and I am not getting any extra research from it. Hovering over the research portion of the city stats does not mention the ancient temple. I also do not see the temple under the improvements list of the attached city. Clicking on the temple doesn't list any bonus like it would if I clicked on a crystal quarry or iron mine that I built up either.
I usually don't upgrade too much, but for me consulate on key cities and high tower to close gaps or gain resources are the most common. I don't think the cost is worth the upgrades most of the time, don't want to invest too much in something that can be destroyed so easily, or the area of effect of the buffs is too small to justify the effort. I think outposts could use some buffs and tweaks. The base area of effect is too small. An enemy unit can conque
I agree with what's been said about the trees needing some rearranging. Here is my input on the trees. Warrior - The tree is boring, and even though there are some flavorful or unique abilities on the tree, you just know that taking lethal 1,2,3,4,5 is just more efficient. I would definitely break up the lethal line from being just a straight 1->5 and change it so you want/have to take some other skills. The specific weapon skills chains need so
Pioneer spamming isn't a problem. It's city spamming. So what if you can crank out endless pioneers if you can't do anything positive with all of them. Sure you can grab all the fertile spots on the map, but then your cities are filled with unrest and you have to stretch your defenses thin. You can spam outposts on the map, but hopefully a player that does that will be a target for the AI and mobs, since outposts have no defenses and push your borders. &nb
I agree with Derek's reason and I think the uber tiles should be in some Wildlands and by dragon lairs (or other uber mob) You can already have a city with higher than norm yields just by having clay quarries and farms/orchards being harvested by a city. Essence should be a rare resource, and having too much essence thrown around the map diminishes the value of capturing shards and upgrading temples for mana.
I really like FE and feel that it has the potential to be epic. So far from what I've seen, LH will make it even better. I'm sure AOW3 will be a good game, but I would hate to have to wait all that time for its release when FE is out now, and LH will be here soon. I would watch some gameplay footage of FE and the LH beta, and if that appeals to you at all grab it.
I think it is a good change as long as it the bug gets fixed. Extra movement points in both tactical battles and on the world map is a powerful bonus. Don't forget that even though the AI can use the spell, that the unaligned mobs are stuck at a base movement of 1 regardless of if they are a winged dragon or a slow earth elemental.
Blind in its old form was way overpowered. If the accuracy/dodge/to-hit formula was redone to diminishing returns then it could have stayed at 50%, but with linear math it had to be nerfed.
here is an idea on how your "gate pioneers" could work. instead of tying the pioneers themselves to the technology, you let people make as many pioneers as their economy will allow. the "gate" technology is instead tied to the number of "special" cities the player can have by introducing a limited but powerful building with the technology that the player can designate. the capital would by default be one such city (tower of dominion maybe?), and more would have to be teched
how about giving monsters more movement points around their lair and make them move back after a certain range so that they can't be kited away from their loot, or if they do get their loot stolen they have the move to force a fight anyway.
[quote quoting="post"] I actually thought about this a little last night after an awesome day, the answer that came to mind is L5R. I can just see many mechanics converting over all, though the team would probably have to add dual wielding. [/quote] that is actually a great idea. i think it could work. dual wielding might be able to work with the mechanics in place now if you either ju
for a town: Sheriff's Department adds city defender(s), reduces unrest for a conclave: Enchanters Workshop reduces crystal cost of units, +research for fortress: legendary swordsmith +piercing and blunt attack, +more cutting attack can play with numbers depending on what level they are placed at.
A new version would be great, but with 1.3 coming out soon I think it would be best to wait. There seems to be a lot of significant changes coming in the next patch.
[quote who="halmal242" reply="1" id="3319970"]I love it. My only question is whether the AI reacts to the PC building the components for the spell of making like a person would upon seeing one of the other factions start construction?[/quote] I also am curious about this. This patch looks really good and I look forward to the changes!
I was thinking about crafting some more, the system I had come up with, the integration with designed units, and what would have to happen to make crafting worth it rather than just something to min/max your champion. In my proposed system the foundation for crafting were the elemental shards. The more you had, the more items you could make and the kind of shards you controlled determined what kind of enchantments you could forge into an item. That would still be there, bu
[quote who="ulysses_31" reply="71" id="3319017"]- AI neglects early city spam: since the game has no mechanisms to check expansion (corruption, happiness, whatever), early city spam is essential. I see too many idle settlers and too many outposts being created while city real estate is available, even prime, and even nearby. Outposts are close to worthless compared to cities (no self defense, no production, no tech): no outpost should be created until even the most worthless piece of real est
snaking is evil