King_Felix

King_Felix

Joined Member # 4198839
11 Posts 86 Replies 253 Reputation

[e digicons]k1[/e] What I'd like the most is have the permadeath after a number of wounds - say 6th wound means death. AIs champions are anyway very week after a number of suffered wounds.

19 Replies 16,299 Views

Great episode! I'm really looking forward to the war. Though, you spent a LOT of mana against monsters so probably you won't be able to use much against Yithril which is a shame. Well, good luck :-). Yithril is always a tought nut to crack. Oh, and not to forget - good luck with the hurricane, I hope it will not do any big damage.

10 Replies 17,014 Views

Sorry, I forgot to answer that question. No, you cannot change the type of your unit (so for example if you build a spearman you won't be able to change it to archer). However, you can design units in such a way that it will be upgraded to better equipment once it becomes available -> for example, you start with some crappy spear (because it's available) but choose the option in the troop design to use the best spear available. So when you research better spe

4 Replies 34,673 Views

Hi. I'm playing on Challenging so please take that into account. Maybe you should decrease overall difficulty of your game for start. Also, my advice would be to reduce the monster frequency to "Moderate" and not have it on "Dense" if you do. Other than that, your faction traits will influence what research and expansion strategy you should use, but let me give you some general advices that should help you in your gameplay. I&#39

4 Replies 34,673 Views

Yes - not getting a Pioneer unit is a bug ;-). Nice episode, really like your Lets Play series. I think you might have problems against computer players though - it seems to me you're developing your kingdom too slowly.

10 Replies 17,014 Views

I like your video. Being killed by a bear was really funny [e digicons]:grin:[/e] . I learnt to avoid them because maul is really dangerous. Just a minor comment - when designing a unit, you removed his staff by clicking on adding a shield ;-).

10 Replies 17,014 Views

1. Do you feel monsters act too randomly? Yes and No. They should in general act randomly and attack anything out of their ordinary surroundings. Which leads to point 3. 2. Do you feel like early game monsters are too powerful? No. 3. Do you feel like the Faction AI is getting a free pass with monsters? Yes. While I cannot see AI cities, their outposts and units are most of the time (if not all the time) ignored by monsters

44 Replies 23,047 Views

Very good read! Interesting AAR and it will force me to include this option for winning in my next game. Has anyone witnessed AI casting the Spell of Making or completing the Master Quest? I'd like to know what is the possibility of that happening? I mean, can the AI realize that it cannot compete through army conflict and then shifts to trying to cast the Spell of Making? Will we see that the AI is starting to cast it? I can bring up the parallel with Warloc

93 Replies 293,078 Views

How about this: 1. Add a tech "revive (or heal) Champion) to Magic techtree and put it somewhere at start. If your hero dies before you research it - tough luck. 2. When the hero is defeated, it suffers a wound as now and is removed from the map completely. If you have "revive" tech researched, you can revive the hero at the city of your choosing (treat the hero in build queue like a one-per-faction building for this purpose). Make the revival cost a lot :-), but much less if

150 Replies 537,724 Views

[quote who="seanw3" reply="201" id="3242321"]You have to make new custom Sovs. Basically I changed all the choices and internal names of the Sov stuff, so your old ones won't show up very well. But my Sov creation is much more expansive and logical. [/quote] Thanks. Yes, I agree about your Sov creation after making two of them.

856 Replies 2,035,828 Views

Seanw3, I really like your mod, from more logical Champion progression to more abundant (and more annoying) monsters. I have a question concerning custom Sovs though. I created a few for the vanilla game, but when I updated to the Balance mod, those Sovs are depicted without heads and gear - so naturally, I didn't choose them for my current game. Is this normal and expected, or I screwed up somewhere in applying the mod? Sorry if this was answered before.

856 Replies 2,035,828 Views

I voted "good". I won't list what I like because it's most of it ;-), I'll just concentrate on what I'd like to see improved (or added), in no particular order: - spells - in the current game I have 4 fire shards and the spell Pillar of Flame is ABSOLUTELY devastating on my enemies' armies that enter my territory. So much so that I've been wondering if that's a bug. It just obliterates them or leaves the army on a few H

195 Replies 783,996 Views

Wildling Allies tech is so far into the tech tree (unless you really try to rush it) that when you finally research it Trolls, Ogres, Darklings or Wildlings are so pitifully weak even against other monster armies that they are simply a waste of time. I had a Darkling Shaman almost single-handedly destroy a group of 5 trolls and two ogres. It would be nice that those settlements (or lairs) are upgradeable (maybe put the upgrades in the tech tree later, and basic tech earlier). I mean,

2 Replies 4,276 Views

That's not a bug - several armies can exist on the same spot. Unfortunately, FE doesn't have the option for those armies to combine or reinforce, so you'll have to fight them one by one.

3 Replies 4,240 Views
Reply to HP Level Bonus in FE Beta

But you also get access to better weapons and therefore higher attack values? On one hand people complain about uber heroes, on the other on recruited units with too much HP??

11 Replies 3,366 Views

[quote who="Stuie_" reply="49" id="3150809"] Quoting King_Felix, reply 46I like Warlock -it's not too complicated, looks good, has faction diferentiation, a certain MoM-feel and it's fun! What I really dislike about the game, though, is the lack of mod support and it was specificaly stated that the game will NOT support modding. I guess they will spam DLCs. That's not true. The developers have said that modding tools ar

64 Replies 223,164 Views

Exactly. With high initiative you can run to distance 3, use the throwing knives and get a melee attack in before it's the enemy's turn to move. Quite useful. I like the throwing knives as they are, obviously :-).

15 Replies 4,156 Views

Regarding Champions - simply split the XP, but NOT equally -> the unit (or champion) that actually kills a unit should get most XP, and others much less. That way you either focus on smaller number of stronger champions, even if you put them all together in a group, or you try to share the kills (and therefore XP) evenly in which case you will have slower leveling-up of your chapms. ;-)

52 Replies 131,267 Views