Marka_Ragnos

Marka_Ragnos

Joined Member # 4164914
3 Posts 17 Replies 388 Reputation

I have one discount coupon for Pandora:First Contact that id like to give away before it expires.it should be usable for 1-2 weeks.IIRC It decreases the purchase cost with 8-10 dollars. If somebody wants this coupon then send me a PM. Edit:No more discount coupon

33 Replies 183,473 Views

here's my idea:make mounted units always smaller than regular foot units.for example:you can train a 3 man foot party but a mounted party become 2 man instead.when you research groups you can train mounted units that consists of 3 man(while your non mounted units can be trained with 4 man).it's always -1 man for mounted units.they could receive a big increase in maintenace costs too.

34 Replies 32,691 Views

i just necro-ed this because i think that this topic have some good suggestions on how to improve mounted combat in the upcoming LH.

42 Replies 31,358 Views

wait until you get a 10 level great wolf with the howl ability.howl gives +1 attack per caster level to every friendly unit one the battlefield.so a 10 level great wolf gives 50 attack to a 5 man squad by using that ability.now thats something

15 Replies 21,969 Views

[quote who="carn112004" reply="7" id="3324825"] Its one tech to have crystal equipment and crystal mines are not mroe expensive than horsemines and the resource costs are unlike metal items rather low. Maybe for solution it would be enough to include some resource cost for horses and wargs? That would be far simpler than altering game mechanics.[/quote] with only one upgraded horse breeder you can spam cavalry units for the rest of the gam

34 Replies 32,691 Views

[quote who="carn112004" reply="1" id="3324711"] And whenever one has enough crystals its a no brainer to put out units with enchanted items. So the balance is best restored by changing number of horses. Furthermore often AIs pay 5 gildar per horse, so its not always a no brainer.[/quote] building crystal mines and researching techs that improve crystal harvesting and unlock crystal equipment is a big investment.to start producing cavalry units you only need to re

34 Replies 32,691 Views

in FE choosing units to use mount is a no brainer.there are no drawbacks really.no increased upkeep,no spear doing bonus damage against them,no increased production times,no accuracy penalty when using ranged weapons with mounted units,no disallowing 2h weapons when mounted,no penalty when assaulting fortified cities.when you had access to wargs\horses using them in your designs was always the best idea.the new ability based combat in LH sounds nice but if mounted combat didn&#

34 Replies 32,691 Views

i have an idea about adding governments to FE that are more simple than civ4 civics but more complex than in gal civ2.three types of governments for the 3 research paths.the government types consist of: a magical one that can increase mana income,increase research and increase magic effectiveness(in magic tree) one that can decrease unrest,increase tax income,increase construction speed(in civilization tree) a government for warmongers that can decrease time for t

0 Replies 4,876 Views

if you don't care then why are you trolling with these long posts?

21 Replies 28,848 Views
Reply to Imbue Champion in FE Beta

an increased mana cost for imbue per champion can balance imbue spamm.something like: First imbue cost 25 mana Second imbue cost 30 mana Third imbue cost 35 mana Fourth imbue cost 45 mana Fifth and above cost 55 mana what do you think about this guys?

27 Replies 17,716 Views

hi!i have an idea of a trait called city guard that can reduce the maintenance cost of a unit if that unit is stationed in a city by -75%.units with this trait have 1 move on strategical map and 2 on tactical.even if you equip them with horses their strategical movement remain 1.this trait can only be added to trained units and it takes 2 trait places instead of 1.these city guard units will still be a little weaker than attacker units(because they have less traits) but are more useful than m

3 Replies 4,583 Views

[quote who="CHiZZoPs" reply="13" id="3219058"] City spam can also be easily controlled by making them more expensive to operate at first until they grow to a larger size. For example, after the first city (the capital), each new city costs 3 gildar to exist. Adding too many new cities at once would put you in the red. Pioneer spam solved! [/quote] i like your idea.this could work something like:level 1 cities have 3 gildar&nbsp

66 Replies 465,922 Views