Stupidity10

Stupidity10

Joined Member # 4220427
28 Posts 483 Replies 535 Reputation

[quote who="Vallu751" reply="18" id="3092930"]Better outposts would only be fluff, imho.[/quote] No The guard command is pointless unless your guarding a single tile, we need a more effective way to control territory vs an AI that can control hundreds of unit groups. At the least outposts/guarding should have zone of control of 1. In a large map humans will always slip up.

35 Replies 17,887 Views

Not enough armor types for that Tasunke Add 2-3 and it would be nice (hide,scale,splint)

7 Replies 8,125 Views

Agree Part of the problem is many units have 0 defense, especially early game. You could make all shirts have at least 1 defense. Or an idea I had was hide armor, it would require no tech and be in three pieces: cloak,chest and pants. The chest/pants would have 1 def and 1 def vs blunt. The cloak would have 1 def vs blunt. There are to few armors, adding specialized armors like hide (vs blunt), scale (vs cutting) and splint (???) would be great and flush out the customization op

77 Replies 31,145 Views

[quote who="feelotraveller" reply="19" id="3092504"]I agree that the initiative modifiers need some work.[/quote] The big thing is to balance the encumbrance system so that no item has a initiative modifier beyond +-2, unless magical. It doesn't have to be perfect. Just affecting dodge, initiative and movement would be enough of a penalty, affecting damage or strength seems like overkill. [quote who="feelotraveller" reply="19" id="3092504"]The problem with encumbra

23 Replies 77,333 Views

Also you cant even resist mass spells, so resistance only protects from stat modifiers that target specific units Very underpowered It annoys me greatly that 70% of spells work on units that are "Immune to magic"

5 Replies 2,263 Views

[quote]That and the economy is a bit clunky. There should be an option to turn production into cash when you don't have anything to produce (and I'd rather have the buildings that provide a bonus when the city is producing nothing remov[/quote] There are some level up buildings that do this but if never gotten them because they seem so underpowered, only providing a 10%-20% bonus. A standard 10% bonus to gildar and research when not producing could help, as well as buf

5 Replies 10,343 Views

[quote who="seanw3" reply="22" id="3092700"]Adding Crude Bow to the first weapons tech would stop militia spam in its tracks. You would need leather clad troops and wood shields to become pretty much immune to archers.[/quote] A good idea, I always hated how long it took to get any ranged units. I think the best way to regulate weak units is to remove them from combat entirely. It's a trait for scouts and pioneers not cheap soldiers, that should be what conscripted i

30 Replies 98,108 Views

[quote who="Wintersong" reply="30" id="3092708"]Pioneers should not appear in armies. I can abuse enemy pioneers to heal my army to max in one turn using Heal and/or Regeneration as they do not attack. Plus it does not make sense (I cannot have tactical against caravans so why Pioneers even if they are part of an army?).[/quote] Good points. Maybe weak units shouldn't appear in combat, to help balance their lack of upkeep. I always give my archers leather armor, as long as

33 Replies 18,905 Views

AI in my games always spammed spearmen and basic archers led by a champion, with a pioneer or scout thrown in as well. Not terribly effective against my legendary platemail troops and yew long-bowmen, but hey they declared war on me. What really bothered me was how they would throw away their champions with these weak stacks. I must have killed one of their champions like 25 times.

8 Replies 1,946 Views

What we need are forts. While outposts are mainly for resource gathering, one of the problems I have playing the AI is it's superhuman ability to control like 200 unit groups around the map. It's almost impossible to defend all my borders even while I am basically taking each city as fast as i can get there. Some militia upgrades on outposts would be nice so that thy can be defended, but what I really want to see is a an upgrade that expands the center part out to a 3x3 that

35 Replies 17,887 Views

The problem with any initiative bonus is that it affects movement and spells as well as attacks. While I enjoy the idea of fast warg riders, riding them shouldnt let me cast spell faster, just like daggers shouldn't let me cast spells faster and platemail boots make me cast spells slower. A pure encumberance system takes into account weapons and armour and applies initiative penalties. So that a mage with a heavy staff can still cast spells quickly because his robes are light, whi

23 Replies 77,333 Views

My point wasn't there shouldn't be penalties it was that those penalties should be from the encumberance, so that weapons dont need +- 6 initiative and platemail isn't as good for an assasin/mage as it is a warrior/defender. wargs in .86 are definetly +1 initiative I agree that shields should only increase dodge vs ranged.

23 Replies 77,333 Views

In the latest version of FE it seems like we are moving away from the encumbrance system to a per armor/weapon piece initiative penalty. Experimenting with a standard Umbar soldier and platemail, he suffers an encumbrance penalty of -3 and an armor penalty of -5, 1 for each armor piece. Any 2 strength traits will reduce encumberance penalty by 1. Mounting the unit on a horse will reduce the encumberance by 2 and adding a strength trait will remove it entirely. However you still

23 Replies 77,333 Views

Bugs and Balance Updated! It seems like game is moving away from their encumberance system with this patch. Could you see unit encumberance before because i never noticed it when I was equipping platemail to infantry (umbar). Which is too bad because it seems like overall weight is a better way to balance light weapons than initiative penalties and bonuses on individual weapons. Correctly implemented it could even make assasins more competitive by stopping heavy armour dodging

13 Replies 4,652 Views
Reply to New Mage Troops in FE Beta

Agree with all points. Int is an underimplemented stat and iI really dislike the staves/staffs currently in game. Int and Dex need some love too.

31 Replies 9,877 Views

Good Post Loot from treasure chests needs to be made less random and too level with questing levels. They are rare enough that i'd even make them give path specific loot. Lairs should never be unguarded. They should just spawn more monsters to compensate for that. If a lair is defeated but not destroyed the next spawn should guard it. Random loot from misplaced wares and so forth should upgrade with your questing level so that they give tier 2 than 3 weapons

3 Replies 1,637 Views

The real problem is all the weapons you get and how much you can sell them for. 75% of items are horrible warrior weapons and I rarely have 3 warriors so you always have a bunch of warrior weapons too sell for 40-1600$ If anything taxes are still a little underpowered. If I ever needed actual armies the upkeep would be really painful.

10 Replies 4,566 Views

[quote who="Xenomath" reply="8" id="3091065"]Aren't those own territory only? I like how fighting on your own terrain gives you an advantage[/quote] I like that as well, however fact remains every lv1 fire mage can cast pillar of fire from anywhere and late game their is no reason not too and no defense against it. OP, game need more protection from elements magic [quote who="Xenomath" reply="8" id="3091065"]The initiative bonus of nonmagical weapons for wea

13 Replies 4,652 Views

Exp shouldn't have been split 7 ways, just between each champion/Sov. Thats just an bug in calculation probably. It happens, I killed 4 ignys and got 300 exp. From lv1 to 5 instantly.

2 Replies 5,136 Views

Currently quests in elemental are fun and an important part of the game. I just played 300 turns into a game without any quests so I should know. My suggestion is that Inn's be reworked into hubs for mutiple quests. Instead of supplying a random quest of a random level, Inns would start with an easy quest and when completed offer you a medium quest and so on. You could even make it so that if you fail a quest from an Inn, a new one could be offered. This would cut back on loading.

1 Replies 1,352 Views

[quote who="Heavenfall" reply="2" id="3090823"]The same goes for those wildling boars that wildlings ride around on.[/quote] Those exist as mounts already. -Fire/ice/lightning robes: 20% dmg reduction vs their element and 15% tactical spell cost reduction. -More useful and unique Ranged staffs that actually buff mages of all kinds -More full armor sets (Naja scale, spider silk, Drake scale) -More spells tha

25 Replies 16,288 Views

Good point, we need the ability to buy apprentice robes early game and some more loot robes. Only ones ive ever found are apprentice, mage and arch mage from treasure chests. [quote who="seanw3" reply="3" id="3090798"]Summoner I-III should add new spells. [/quote] Hmmmmm, interesting. Maybe a lv3 spell anyway as a reward. Do same thing to evoker, reduce to like 20% and grant a reward spell at lv3. A spell that draws power from all shards. Lot of

10 Replies 7,450 Views

[quote who="vieuxchat" reply="5" id="3090865"]Please. No "requirement". I just hate to not be able to put that "magical" hat because I'm not a level high enough. Instead use the stats of the units : intelligence shouldn't be only for magical resistance and magical focus but also to empower spells. So a low int hero could cast a spell but with reduced effect.[/quote] This. Int Needs to be involved in Spell Dmg Resistance or Dmg. Current system where even units with "Immune to m

10 Replies 7,450 Views