Naidrev

Naidrev

Joined Member # 4122207
16 Posts 169 Replies 373 Reputation

How about this: Outposts can only be built on resources or specific squares. I know that may sound silly, but let me explain. It seems to me the main intended purpose of outposts was to enable people to get resources without placing cities everywhere. Cities are only able to be placed on specific areas of the map. This limits their spread. But, to make up for that, people are placing outposts everywhere. So how about we limit outposts in the same way as we limited cities, by only lett

83 Replies 235,590 Views

I want to remove outposts from the game, but I have no idea how to go about doing this. Is it even possible at this point? If it is some simple editing of a file, great! Lay it on me! If not... Well, I will still do my best. If the only way to do this is to remove Pioneers, okay, how do I do that? Thanks!

2 Replies 5,974 Views

[quote who="Nick-Danger" reply="27" id="3137767"]This city level up feature does the opposite. Ever watch a movie and the actor suddenly turns to the camera and addresses the audience? It takes one out of the story. Same thing here -- all of a sudden our city can build some things that really don't make a lot of sense (gallows for Kingdoms?) and if not chosen we somehow forget how to make them later on.[/quote] I agree with some of what you said, but only the gen

33 Replies 100,132 Views

[quote who="AlLanMandragoran" reply="38" id="3138024"]At any rate I recommend the lair remain defended by the main mob at all times - let the spawns patrol around. The other thing you could do is not allow sacking of the lair until the main mob is defeated but that's rather cheesy too. [/quote] I agree that the main mob should always be on their lair, with lesser monsters spawning from them and moving about the map. By increasing the difficulty of the main mob, this would als

53 Replies 220,802 Views

Could someone tell me what the difference between the FE: General Forum, and the FE: Beta forum is? They both seem to contain the same type of information, and I don't want to keep misplacing my posts.

2 Replies 5,610 Views

I like the idea of one city tiles. BUT I would like to see two things happen to keep city building fun. Dramatically increase the size of ZoC. As it stands now, cities cannot be built within 9 tiles of each other. A cities zone of control should be able to extend to all of those tiles. Not every city, certainly, but one of a high enough level. This could also start ZoC wars with two cities fighting over that area. Perhaps the "better" ZoC could be the bigger population, or the

82 Replies 122,996 Views

Is it possible to add little things to certain terrain types that are magical? Fairy lights, willo-the-wisps, aurora borealis rainbows? Not everywhere, certainly, but occasional areas would be nice. Perhaps they could signal especially good terrain for settling or something.

44 Replies 170,331 Views

I like the idea of Tarth units getting an option to go into a stealth mode, and getting an initiative bonus and first turn damage bonus when doing this. For possible penalties and limitations to this: Currently, all Tarth units can move very quickly through any territory. How about when invisible, they are "sneaking" and only get one movement per season? OR They could only sneak when in forests. If a spell was added to grow forests, this would be even more enjoyable.

8 Replies 6,141 Views

Good suggestions from people! [quote who="KingHobbit" reply="155" id="3136568"]Just my thoughts on a few issues: I am not a big of fan of how much more magic was added. It seems to have lost "only a few have access to the world's magic concept" It is fine, but I think the game is departing from the original concept of a broken world with a select few "channelers" that have access to magic. I would also like to see the marriages

323 Replies 256,006 Views

I just entered the volcanic and ash area where the Pyre of Man (I forget his name) lives. I was clearing out the smaller guys for experience and rewards, when the Pyre of Man attacked me. The problem is... he wasn't in the battle. I killed his many minions, and the battle ended. I got credit for killing him (he was on the list of monsters that died) and a huge amount of XP. When the screen went back to the map, I saw the animation of him fall over. But I didn't have to do anything. I

0 Replies 1,148 Views

How many times have you remade the map because a certain mana type was not near your starting area? Have you ever designed a sovereign that specialized in Fire magic, only to have the damage you can deal be totally ineffective because there were no Fire Shards to be found? I would like to suggest a way to increase the usability of magic, as well as encourage players to make meaningful choices to shape their gaming experience and strategy. This would be done in a simple way: ma

1 Replies 2,215 Views

I voted Good, because I think the changes you have been making are definitely improving the game. And it is fun, at least when it is not crashing. [e digicons]^_^[/e] I did want to add one thing to the very interesting discussion going on about taxes and city building. A running theme seems to be that people don't need an army at the early stages of the game, so they can just travel around with their champions and level them up while their taxes are low. So, early

323 Replies 256,006 Views

I am commenting after reading about your post in the Beta 3: Verdict! thread, and reading Frogboy's response. I think you mention three things that are easy and fun to impliment, that still meet Frogboy's standards. I just want to reiterate them. First, you mentioned adding a small upkeep cost to outposts. I completely agree with this. You should not be able to spam outposts all over the map. In addition, to make up for this cost, I think outposts should offer o

33 Replies 100,132 Views

I agree with your Loves. As for the hate... I think the " + 2 init in armies with 3 or less troops" is a very interesting idea. It completely changes how to play the Tarth, and it makes them very interesting. I do agree that it is not as interesting, and the Tarth need more. But Kael has already said that the team want to do more with factions, and more is coming. Counterstrike is fine, because there are ways to avoid it now (spears and range). Wi

3 Replies 2,112 Views

I prefer having some spells be random as well. I do not think every spell should be in the tech tree, as it makes games more unique to find them. Perhaps have a very high chance of getting an epic spell if you clear one of the special areas? Then you have a quest you know will yield a spell.

20 Replies 75,151 Views

Every time I try to open the diplomatic panel with the Magnar, my game crashes. How am I suppose to destroy them if I cannot declare war? [e digicons]X([/e]

75 Replies 61,227 Views

How much are you willing to play with the lore, now that you have hired fantasy writers? I was one of the people that feel the races need to be more distinct and different. But honestly, that goes beyond abilities. The races, especially for the kingdoms, all look the same. It is boring and difficult to tell them apart. I wish you would strongly consider redo all of their art, giving them things like different height (dwarves, gnomes, halfings), pointed ears (elves), tails, body types, and wha

122 Replies 402,808 Views

Excellent points. The more I play the beta, the more I start to that perhaps eliminating the separate tech trees would be a good idea. Let refinement techs lead to magic and warfare, warfare help advance your structures, and magic enchant your civilization. Having them separate as they are now, in which it is impossible to pursue one (and specialize your research), is pointless. Rogdan's idea of making two tech trees, magic and warfare, is a good one. But I would ac

52 Replies 168,207 Views

I love this idea, both from a lore perspective, and as a way to specialize heroes (I love specialization). I hope the devs a good look at this. If you reach the end of a branch, that obviously means your hero is strong and has survived a long time. Why not let them just choose another branch at that point? That way you never reach the end. That would seem to be the easiest way to let them be infinite.

66 Replies 36,325 Views

I agree that this is a problem. It is really frustrating to have players on the other side of the map placing outposts right next to my cities, taking resources I had planned on expanding to.

2 Replies 2,636 Views

This happened to me too! Really annoying. The flavor text upon finding this area said it was a place where people would enter and disappear forever. Some people thought it teleported you to other parts of the world. Others said there was a magic city, and if I conquered it, I would get immense riches. So I sloughed through the area... and there is no city. No great monster. Just a few lairs that were, granted, owned by some strong monsters. Is there suppose to be a city in here? I really want

3 Replies 3,455 Views

I disagree that they should be killed or injured if you still win the battle. They start at 1 HP at the end of the battle. That should be enough. Otherwise you risk losing heroes too easily. They are hard to regain, especially in the late game. Heroes being able to teleport away after a losing battle is the real issue in "Hero Immortality". That should be limited to your avatar.

31 Replies 15,242 Views