[quote who="Bellack" reply="21" id="3143217"] Quoting Drakohan, reply 2Doesn`t invalidate the point. The roadblocks in question are not reasonable game features to be overcome, they are logically abrasive situations that reveal the invisible walls of the game. Actully they are very resonable and should remain in the game. Remember they game should not be handed to you. If you want to get pass that coke point then you will either have to Ally with the Other Kingdom/
Drakohan
[quote who="Kalin" reply="8" id="3141165"]Well that might just be the point, everyone tend to neglect terraforming spells, and here's finally one occasion when they are actually useful for something. Perhaps it's made that way so you might pick them up? I mean, if this is the obvious, and easy solution, then what's the problem.[/quote] They can be quite useful already if you are creative. You can use mountain ranges and hills to create regions of strategic a
Doesn`t invalidate the point. The roadblocks in question are not reasonable game features to be overcome, they are logically abrasive situations that reveal the invisible walls of the game.
I dusted off MOM recently just to see how it stood up to my expectations and I find I do still enjoy it despite all its flaws as many have pointed out. If I had to sum up the difference between MOM and FE in the simplest terms I would focus on how the games view their worlds. MOM has a vast and populated world that you are truly trying to explore and conquer in a more realistic philosophical sense. FE is riddled with some philosophical design baggage that I feel turns the game aw
I'll give you a compromise that I think would make the research tree less tiresome. Slim it down quite a lot and make it more proportional to the nation and its resources as opposed to being a minimax numbers system as it is now. Give random events and the real world searched libraries than can only occur when certain conditions are met that allow the use of unique technologies. My biggest gripe with the tech tree is the universalism of some of its features that ma
I think a similar result could be accomplished using a system akin to Civ 4s, have champions be able to tack onto units and the benefits be that they grant that specific unit buffs based on their specializations. The result being that units with champions attached are just as powerful as champions are now but have the quality of being a unit still and not feeling like one person is mowing down unit after unit on their own. So for example have more specialized skills like "spear master
I've noticed this trend too, its funny and sort of realistic given how ridiculous the monsters can get during some phases, still it takes away from the challenge. Since the latest patch I'm constantly seeing 5 team games roll down to 3 teams quite quickly, sometimes well before I even run across the kingdoms that fall.
I've quite enjoyed the beta so far and the game is vastly improved over the original but it still lacks a sense of personal involvement with the Champions and the recruitable heroes. Interesting stories have been typed in but once you recruit a hero they are basically a stock pile for magical gear and a mobile can of whoop ass without definition. What I might suggest is a series of quests that are linked to a defining generation trait of the heroes, possibly the same for the Leade
Science and Religion are two sides of the same coin and both prone to a form of ignorance. The trouble is the ignorance that comes from Religion is cheat and abundant. Faith and the concept of religion are not bad, people are mistaking judeo-christian religions as consistent with religions in general. There are many faiths within the world that do not operate in such a manner which have cultural value. Religion also allows us to view the static mechanics of the world through an
Fallen Enchantress is a far better game than WoM for the fundamental reason that it has a purpose. WoM felt akin to trying to play a game that was composed of the basic elements of a game creator program, there was no focus no purpose and generally the game was closer to being a digital board game. While there was a rich conceptual story it wasn't actually showing at all in the game. FE has a guided concept behind it, the story is told with the game instead of beside