mqpiffle

mqpiffle

Joined Member # 4257179
111 Posts 1,891 Replies 4,170 Reputation

I like the idea of governments. However to fully carry out government in a city, there ought to be a governor. This is where Administrative minded heroes as well as administrative buildings could come into play. Unrest could creep up by default as population goes up. If there's insufficient military presence, it goes up further. Administrative heroes stationed in a city help mitigate this effect. So could buildings. A city watch, for instance, c

29 Replies 41,573 Views

[quote who="seanw3" reply="42" id="3086301"] Hordes of spearmen would probably be the Civilization choice.[/quote] I'm thinking more of an espionage via diplomacy choice.

60 Replies 148,334 Views

Strategic catapults like Civ IV - they damage x number of enemy units defending a tile, up to 75% of hp. they can also bombard to reduce city defenses. In tactical battle they should be nearly worthless - extremely slow (moves and initiative), low defenses, weak to fire, etc.

60 Replies 148,334 Views

I say give bows -3 initiative base, and have some good traits that help counter this (Rapid Fire -20% acc this turn and next turn, +5 initiative next turn.) Also give move-and-fire tactics a beefy -x% acc modifier.

218 Replies 399,250 Views

I don't know, I kinda like my incredible shrinking battlefield idea. Think of it like Tron, where the combatants could destroy segments of the battlefield with their little magical frisbees as a tactical option. Y'all aren't thinking outside the box. [e digicons]:borg:[/e]

218 Replies 399,250 Views

I think a hired champion should have both the faction it is born as tagged and should also be tagged for the faction that hired it. [quote who="Heavenfall" reply="24" id="3084667"]Philosophically speaking, the champion could probably "hate" the catapult as it was something they produced. But is it the gut-wrenching, foaming-at-the-mouth hate he would feel for the people? I don't think so.[/quote] I don't know, I think you may be over-rationalizing a tad. I

145 Replies 92,992 Views

[quote who="vieuxchat" reply="16" id="3085386"]Another thing would be to prevent movement from shooting units. You shoot OR you move (unless you have the good trait) and shooting should get a penalty to accuracy if you moved (harder to target when you move)[/quote] This is nice. An archer unit could move up to (tacmove - 1) and still fire, but if they move they get -50% acc on the shot. If they move their full tacmove, they cannot shoot, or maybe get -90% acc on the shot.<

218 Replies 399,250 Views

Well, you have code that increases the size of the tactical map on initiation based on the size of the armies involved, right? How about as units get killed off in a battle, the number of usable tiles decreases, until it's so small that if it became a 1 on 1, it would necessarily turn into a melee (if there were melee units involved.)

218 Replies 399,250 Views

[quote]When loading a game bonuses to movement are not given for the first turn. For example if I have a character equiped with a compass instead of having 3 movement points they only have 2 for the first turn after a reload.[/quote] This also happens when moving a unit out of a city on a new turn.

5 Replies 2,936 Views

...and all the weapon type vs armor type stuff, as well as elemental damage vs elemental resistance...

2 Replies 5,636 Views

I remember it on the Apple IIe with a chromatic green-screen monitor. It was the first graphical RPG I had ever played.

83 Replies 62,054 Views

I get the feeling that cities in general will be changed overall in Beta 2, even though little has been mentioned about it. Pretty much everything about them was just such a huge issue with people in the first beta.

18 Replies 6,367 Views

Great read! Looking forward to getting back into FE. One bit of pre-feedback based only on the screenshots (I know, it's annoying) is that with the new "path-to" system, it would be nice to show where the end-of-turn locations will be, maybe with a small circle with a number in it to show where the unit is planned to end each turn.

100 Replies 250,517 Views

[quote who="vieuxchat" reply="31" id="3084519"]Sorry, but that isn't "Terrain" bonus but "Territory" bonus (and it's already in) You get it when you fight a battle in your territory (within the borders of your realm).[/quote] Frogboy alludes to the possible inclusion of terrain boni. the screenshot does not confirm.

57 Replies 58,421 Views