[quote who="abob101" reply="11" id="3478705"] Unfortunately, as far as I know it's not possible to create new diplomatic modifiers. Because yep that would be a great weakness.[/quote]We need tags for modifying relations with other factions. Basically, have two tags; one for modifying reactions from factions of your alignment and another for reactions from factions with opposing alignments. This would open up a number of traits/ weaknesses.
highwayhoss
I was thinking of a similar weakness for a custom faction; is there a way to mod reaction modifiers for other factions? For example I had the idea of an "Outcast" weakness where the Faction gets a -2 reaction penalty from other factions of the same alignment.
[quote who="Brainsucker" reply="78" id="3465199"] Why do I think that the problem with "War of Magic" was not the magic, but the Heroes. The reason is because Heroes are leveling up. You are basically marry the RPG genre with 4x game. But you forget that a high level hero is basically a superman. When you have a superman and kill the enemy supermen. basically you've win the game. Because the enemy doesn't has anything to counter you anymore. This is the thing that throw the bala
I have some particular gripes about 4x Fantasy games: 1. LEVELS AND CLASSES: All these years of game development and we still use these Dungeon and Dragon mechanics? These systems impose linearity and rigidity in the game system. I would prefer to have units and champions gain skills more freely and naturally. Kill a monster? You get points to develop combat skills. Govern a city? Administrative skill points. Give characters freedom to develop naturally. Put more emphasis on non comba
As far as 4x games go I want to see a more even balance between magic and technology, where both play a role with being either too strong or too weak. Magicians should NOT be all powerful and Armies and Generalship should not be useless. I do NOT want to see an all powerful wizard, I want to see a leader with both magical and technological resources fighting to rebuild civilization. One thing that bugs me is why is tech limited to the middle ages? Why not have things like early gunpow
OK since Navies would be difficult to code, how about using water movement in an abstract way? Have units be able to move instantly between cities with Docks/Harbors (within limits) Basically. a unit could move instantly from a city with a Dock or Harbor to another city with a Dock or Harbor within a certain tile range. Capacity would be limited by the improvement.
More differences between mounted and foot soldiers. Give all unmounted units the ability to fortify. One handed spears available to all (initiative bonus but no immunity to counterattack.) Mounted Units cannot use two handed Melee weapons. Have the ability to unhorse units.
[quote who="j_wl_b" reply="70" id="3446817"] So what is needed to make a more immersive, visceral, and epic game? First make cities feel like cities. While not taking up a large amount of space on the strategic map find a way to make them feel like real, living, breathing cities full of bustle, life, and centers of things. Cities are the centers of a civilizations culture, economy, industry, etc and they in some way should feel like it. How to get this effect in a limited space I am not
[quote who="Crastiloowa" reply="60" id="3446761"] Quoting DsRaider, reply 55I hear a lot about tech trees but personally don't think they have much to do with factions playing different. Just to pick out this one item - you could (potentially) do a lot with a wholly alternate tech tree. Just to name a few examples Simple re-organization so that "late game" techs come early and early techs late. For instance, a "horselor
As far as 2.0 is concerned I want to see one thing above all: USABLE WATER TILES, NAVAL COMBAT AND BOATS .
I would also like to see a Naval Expansion for FE:LH. Making water tiles playable would add all sorts of new dimensions to the game. Hopefully someday....
I notice that the Gilden AI is really aggravating....Malik's army would continually camp in my territory. Straggle behind my Army and covet my territory; then for some reason, he'd declare war, then I promptly stomped him.
As Far as swords go I max out unit init as far as possible, combined with fast and finesse traits. If I have wargs, they get them as equipment. These fast units. which I call Slashers. are ideal for hit and run attacks and flank support. One handed clubs/hammers and axes are the best weapons for heavy tanks, since they can carry shields. If a faction has the defensive trait (like Krax) Spears become good for defenders too.
[quote who="Trojasmic" reply="14" id="3373344"] Quoting atlatea, reply 13 That being said, i consider hammer, axe and spear being equal, my only disappointment is sword, its counter is easily negated by other weapon. I'm with this guy... I think the counterattack nerf was too much. Swords are the only weapon type that I'm not using very much. They should have left counterattack = 100%.[/quote]Problem is that counterattack is th
Overpowered. There's been some discussion of this in another thread. Right now I think Crushing Blow is WAY too powerful. I would reduce the damage to 50%. I had a similar experience where I used cheap warhammer infantry with leather armor from a powerful fortress to demolish a pack of Drakes.
Some possible ideas on weapons balance: Take backswing away from axes (except dual axes) and give it to swords. Swords being fast should give a user the chance at a second hit if the first misses. All attacks at one tile range should be vulnerable to counterattack; no exceptions . Give spears a range of 2 tiles instead of CA immunity. Swords should get a slightly higher chance of critical hits.
My own thoughts: More variety of thrown weaponry: Javelins (thrown spears) available from the start. Thrown axes when axes are available. More variety of weaponry for trained units. Have weapons and equipment that require both crystal and metal to make. Have units that can safely penetrate other factions' territories without being detected. Have counterspells be able to remove magical effects. We need Navies, water movement and combat
Amen to that. We need to be able to choose which group in a tile to interact with; that way we can decide who to interact with and how. Since an outpost requires a pioneer to build, which costs the same population as a settlement, outposts should have an inherent garrison of militia like settlements. Also since outposts have population attached, maybe they should have some ability to level up? Fortunately the Immersion mod changes that. Speaking of walls, shouldn
As far as unit design goes, here's a few suggestions and guidelines: The most important choice is the unit's weaponry; this will determine a lot of your unit equipment and traits. Do NOT let your unit's initiative drop too low, otherwise, it is a static punching bag, unable to get to the front line and vulnerable to swarms. Keep your consumable resources in mind when designing units; use only as much Iron or crystal as needed. Design yo
[quote who="animageous" reply="12" id="3347621"] Also, amen to more ranged weapons and staves. Right now, bows take a long time to get (you can't really make any "ancient-era" archer stacks without significant technological investment) and there aren't really that many to choose from if you don't have the "Archer" faction trait. Same goes for staves, but those don't even have a trait that boosts their diversity (correct me if I'm wrong).[/quote] </
I've been trying Leviathan, seems ok but the single player game seems bare. Naval Ops? Boy does that bring back memories. I played all the games and they ROCKED. I loved designing my uberships of sudden death and blowing entire fleets out of the water. I also loved the quirky humorous aspects, like Duck ships and planes, drill ships etc.
Battlefield tactics: Keep units in mutual supporting distance; do NOT let a unit get surrounded or the swarm bonuses will kill it. Make sure troops are in line so as to prevent units from being isolated by numbers. Ideally have different types of weapons if possible. Warhammers and axes work best in the center of your formation. Use Warhammers' crushing ability to smash full health or heavy units, while axes can decimate lines of troops. Spears work best on the fla
I concur with Wraithstalke; early on, Gold and Research should be your top priorities. That means usually your first city is either a Conclave or town depending on your starting location. Usually my first city is a Conclave to max out research while my Sovereign and his/her troops scout around killing easy monsters and looking for suitable locations for cities. Champion recruiting: Usually your first champion will be recruited for combat prowess to aid in clearing
Faction (Vestalla): Mancers, Lucky, Quick, Master Scouts. Leader (Joanwallis): General, Life Disciple, Air Apprentice, Cautious Result: FAST Armies tearing across the map. Joanwallis' Armies can out maneuver most armies. Haste to boost ever further. Heal keeps armies in fight, Also can break off if things go bad. Ideal for hit and run tactics.
When possible I always have every Army led by a Champion. Every Champion I get has support troops added when possible. Of course it depends on the situation: for example, combat capable champions (warriors, mages, defenders) will always get armies built around them first, with the best troops possible. Support Champions (like commanders, administrators etc.) will get smaller armies, usually to act as a city guard for the Champion, since the Champion is usually stationed in a city. Like I said