Stupidity10

Stupidity10

Joined Member # 4220427
28 Posts 483 Replies 535 Reputation

[quote who="enoeraew37" reply="6" id="3135104"]Type Cntl-N to load a new map. Problem solved.[/quote] Except its gauranteed that 1-3 AI are crippled by the same thing per game. It would be ok if it was just a little thing but some start locations are really bad.

11 Replies 4,034 Views

Just played a game as Yithril and steamrolled hard. Its a huge problem how easy it is too beat an AI early game and use his cities to conquer the rest of the map. Some ideas: 1) Militia need to upgrade better. Maybe its just how tough leather armor is but they dont do enough. 2) Newly conquered cities should require a garrison of some sort. If you conquer a city and just leave, it should return to the original owner or at the very least have rediculous unrest. Unwilling and un

52 Replies 152,059 Views

[quote who="Glazunov1" reply="5" id="3134767"]Second idea: Fine tune the AI so that the Yithril AI demands research points from other players, either as one time or continuous tribute.[/quote] Teach us to live or we murder you? So crazy it could work. Seriously though, reading Yithril lore makes it seem rather unlikely that they build universities and studies (Me murder king!, Obey!)

12 Replies 3,200 Views

Way too often do you start at a location with 2/3 or 3/2 and 1 resource (metal or horse etc) as opposed to by forest on a river with 4/4 and 2 resources. I am often stuck on a 3-4 tile wide pass between canyons, mountains or seas. I's not a big deal for me becuase I can just Ctrl N, but two of my opponents on average seem to be crippled by the same thing. It's no fun when just the terrain screws up my opponents.

11 Replies 4,034 Views

While 0.9 is a step in the right direction I find that I have mixed feelings about it and was wondering what other people thought. What are a few things you love and hate? Love Iron Golems and Slaves: Adding unique units is always welcome New Stats: Removing secondary stats and changing accuracy/dodge allows for much more diverse champions and units Hate Blood Traits: seem much wors

3 Replies 2,121 Views

Agree Unrest already exists but I don't think its affected by anything but taxes and buildings/spells. Basically it drops gildar and production in cities. It would be awesome if unrest was temporarily increased in captured cities by like 20% and having to much unrest caused an armed uprising battle to take place vs the garrisoned troops. These changes would be fairly simple but add so much too the game.

52 Replies 152,059 Views

I agree with your comments on Yithril completly. They were much better in 0.87 when their troops cost more but were tougher as it made them unique instead of just slightly better at something. No ranged weapons seems unecessary, maybe if they didn't get either archers or magi but having neither just essentially makes them pure axemen. A research penalty would fit in well with Yithril and a research bonus for conquering cities would be fun. Maybe Yithril should get a limited range throwing

12 Replies 3,200 Views

In my capital at the start of the game it said that it was constructing a crystal foundry even though it hadn't said so on previous turns. The rush button was active even though I didn't have the gildar. When pressed it added the cost of the foundry to my gildar instead of costing it.

0 Replies 994 Views

[quote]I don't like "random" spells, and I do believe it'd be nice to have some method of gauranteeing their exposure. Heck if the spell of unmaking is gauranteed given enough time and resources, manablast or barbs should be as well.[/quote] I agree that it's very annoying when the game randomly limits you, that said I don't mind quest reward spells that bad as they are niche but useful generally (shadow world, Alchemy). What I really dislike is the random techs for th

20 Replies 75,182 Views

[quote]A reduction in power of the evoker series of traits (probably the most powerful by a fair bit), Path of the mage, a small nerf to the base damage and an increase in hit points would go a long way to make these spells less of a one-action game winners. [/quote] Im very suprised that Evoker has survived in it's current broken form as long as it has. It seems obviously OP and gamebreaking. What other traits increase something by 50% and stack with other traits? Spell res

11 Replies 16,786 Views

Disagree with OP, monsters might be more agressive but they still only move 1 tile, rarely respawn and generally are weaker than your Sov.

4 Replies 2,610 Views

Some Balance problems from my ealry experimenting with elemental. Traits Counterstrike +2: When I read this i naturally assumed that this allowed your champion to counter twice in a turn against two opponents. Instead it allows you to counter every attack with doublestrike. Seems quite overpowered, especially if other traits or items give even more counters. Finesse: Gives +3 accuracy if you have higher initiative than t

1 Replies 5,116 Views

Agree, Bandit lord and hunter are both boring and underpowered starts Also nerf sorcerer and beatlord

1 Replies 3,420 Views
Reply to Beta Tomorrow? in FE Beta

Yes but too be fair most FE testers arn't twelve and the game isn't about star trek/wars. So a little counts for a lot.

63 Replies 51,108 Views

I changed my mind, they should import the Spore creature creator. Anything less and the game will suck!

14 Replies 9,825 Views

I would be more than happy with monsters that gain new abilities as they level (DKL shamans learning new spells) and some more monsters of the same type from lairs. Pack drakes and forest drakes from the same lair and darklings, darkling archers and shaman from their lair for example. It would be awesome if young monsters (young ogres) could be expanded so they change models when they reach a certain level. Like if you level a wolf, it becomes a great wolf or a black widow becoming a

14 Replies 9,825 Views

[quote who="Derek Paxton" reply="130" id="3130407"] Impulsive (getting to go first in combat) is an assassin trait now.[/quote] Thank you so much Assasins sound like a fun and balanced class now

182 Replies 529,593 Views

[quote who="Derek Paxton" reply="127" id="3130381"]Altar doesn't have a higher int that other factons, they get an xp bonus. Ironeers get the spell resistance bonus without having to also have a better spell mastery (this was part of the strength problem, the ability to wear heavy armor always came with doing more damage).[/quote] What is playing an Assasin like in 0.87 now that secondary stats have been removed? Does encumbrance lower dodge? Can you train assasin units?

182 Replies 529,593 Views

Some very good ideas though I don't like the mana per turn limit [quote who="seanw3" reply="1" id="3129048"]consume items like a spiderweb or midnight stones, would help balanceing strong spells[/quote] Or even such items could powerup some spells. Like a potion you can make from crystal and spiderwebs and consume for 20% dmg boost or incresed spell resistance/mastery for a turn. Also Evoker needs removed or nerfed to like 20% and Spell Mastery needs

24 Replies 13,792 Views

Your nitpicking and missing the real issue! The real problem is the negative racial streotyping of dinosuar people. Stardock would have us believe that all dinosaur people in FE are slave owners! Not true! Some imaginary dinosaur people are quite nice and strongly believe in individual human/dinosaur people rights and freedoms! [quote who="DsRaider" reply="3" id="3128426"]Skin color for troops is set by your race whether it's green or yellow or whatev

70 Replies 78,203 Views