Looks Great! Nice to see the terrain evolving because it was pretty blah.... Next stop rolling hills (as opposed to one giant multi tile hill) and bridges plz
Stupidity10
Innovative RTS' are rare, especially lately. Homeworld & Supreme Commander are the only truly innovative Rts I can think of and Planetary annihilation is the only one currently under development. I think the problem he was trying to point out was that RTS' lacked ambition, as all the big ones are just basically redone older games. Stagnation than Death.
This looks cool, I will check it out.
[quote who="BlackRainZ" reply="7" id="3214617"]A lighter weapon WILL MAKE you move faster. Have you ever held a dagger, and then held a giant 2 handed axe. You are going to move faster and be able to attack more with the dagger than the axe.[/quote] Yes but the game already takes that into account with weapon weight and encumberment. The +4 initiative is on top of weight considerations and is more like you cast spells faster and run further becuase its quicker to stab someone with a k
[quote who="Kongdej" reply="2" id="3214532"]Id love to see more mage gear in general, I think we should think about what would make interesting gear for mages, cause the only thing I can think about is + spell mastery.[/quote] Staff of Inner Flame: +1 fire shard for champions spell calculations. Clerics Staff: +20% healing and allows you to cast heal once per combat free. Sorcerers Cown: +2 temporary spell mastery for every spell cast in combat Magi Cloak: Abso
Essence is OP. It's easy enough to get 3 or even 4 essence and essence gets almost exponentially better as you get not only more powerful spells but more spells. Id say they just need some balance though. I like essence but its too important and random, a bad combination. Don't forget the essence conclave buildings. One of which gives a material, a mana and a research point per Essence. [quote]-Random spellbooks are kinda odd. I don't mind them but they are
You forgot Eyes of the Eagle. See 6 tiles around you? Even if this spells works it's a joke. Try 9 at least.
[quote who="JMiddleton" reply="6" id="3213645"]Outposts already have upgrades that enhance the attack, defense and mobility of forces within its zone of control but it would be really nice if there was an upgrade that would let troops inside the ZOC automatically defend the entire ZOC. Optionally, require attacking forces to take out the Outpost and any forces defending it - whether or not officially garrisoned - before they can attack other resources within the ZOC[/quote] Agree, whi
Some good ideas and points [quote]High level versions of the leather armours. Perhaps give initiative bonus, or adds lightning damage to attacks?[/quote] Yes I very much would like a few more troop armors if only so mid game everyone isnt wearing chainmail and strong vs cutting and lategame everyone isnt blunt proof with plate. [quote]High level staff weapons. Maybe give higher dodge, or elemental damage?[/quote] High lv staffs that increase spell mastery/resis
Agree with all points [quote]2. Fire/Ice amulets can't automatically be added to mages. This means I have to design a completely new unit just to give my mages amulets. This is a complete waste. I no longer seem to be able to upgrade ice staffs, it autos back to fire staffs. [/quote] The main reason I play as Yithril/Gilden is designing mage units is a huge pain. Both their weapons and robes are badly done. Even magic weapons are a chore as its impossible to desig
First of all let me say I love 0.95 and that every update so far has been a huge improvement. That said, of course there are some issues with it. 1) Armor OP I play as Yithril and Gilden mostly, teams good with armor, but the protection granted by each tier of armor seems rediculous. I can easily dominate any nearby players and any monster smaller than a forest Drake once i build two groups of leathe
[quote who="DsRaider" reply="5" id="3211629"]Another possibility is to make Yithril units cost more production.[/quote] This. At one point Trogg units cost extra base production and it gave Yithril a unique feel. I strongly want this back.
I approve of every one of these changes. You have just taken FE to the next level. Is trade changed in any way? It would be great if we could get buildings that increase food or gildar in adjacent cities connected by roads (factoring houses).
Cloth map looks sexier. Forests look straight out of a fantasy treasure map.
Marketplaces are boring as a % increase on base gold (taxes and goldmines). Adding a simple gold from goods from resources modefied by trade routes system seems like a nice way to add some diversity to a generic and boring mechanic. Some people in this thread seem to think it would turn the game into an unplayable mess but I think they are just letting their imagination take them way further than what OP said. [quote who="Satrhan" reply="12" id="3176585"]It's not just a wa
Excellent Points, cant understand why mages heal so badly [quote]#A trait which treats spells cast by the caster as though they have X number more shards , offsetting the luck aspect in tactical a bit, or making Sovereigns truly beastly. Alternately, a trait which doubles the effect of shards on spells cast by this caster. # A high level trait which levels up all possessed magic spheres by one step (Min Level 15?) # Trait-specific spells of significant power, or sets o
Glen Cook's Instrumantalities of the Night series is awesome. Welcome to the world of the Instrumentalities of the Night, where imps, demons, and dark gods rule in the spaces surrounding upstart humanity. At the edges of the world stand walls of ice which push slowly forward to reclaim the land for the night. And at the world's center, in the Holy Land where two great religions were born, are the Wells of Ihrain, the source of the greatest magics. Over the last century the Pa
Random Techs Are a Blight
Normaly its fine with 2-3 decent cities but about 33% of the time I seem to get either a 3/3 empty stretch of coast or no expansion. What we need are guaranteed expansions and decent start locations. While you can restart the game, there are X number of crippled AI players every game you cannot see. Probably one reason AI get so many invisible bonuses.
[quote]+ AI: Pioneers slightly better about looking around to find the best spot for new city[/quote] Whatever that means
It needs to be gamecast compatible Also I would argue that mass and strategic spells being unresistable is a much more agrevating issue than health bar bugs.
[quote who="DsRaider" reply="10" id="3150262"]Also the real problem with the leveling of troops is how effective it is. It isn't that hard to level a group to be 3 to 4 times as powerful as a level 1 unit. This is quite frankly way too much. If leveled troops weren't so OP then upgrading them wouldn't be such a problem. [/quote] This I would like to seea tiny (-1) initiative penalty per group size over 3 and an exp cost when upgrading, though just lower
There have been 3-6 posts on this subject. But it's a good idea and I don't think there has ever been an official word on the subject. As someone who plays Altair I find it annoying that my standard units have "potential" +25% exp. A trait made useless by how quickly and often units become underpowered by unit size techs. I become attached to units that do well and its annoying to disband them for such a silly reason. Also too often do I have reasons not to buil
Dmg from the Horrfic Wail spell (level x 2) is unaffected by damage modifiers like evoker and artifacts. Maybe this is intentional but should be mentioned in tootip if so, as every other spell (ex: 8 dmg + 4 per fire shard) is without saying so.