I think trained units are great as they are...I use them all the time and they are extremely helpful. I rarely find more the two low-level champions to hire before mid game. I think gaining traits ought to be reserved to champions.
mqpiffle
I have more screenies from different angles if that would be helpful.
Top left of the image. The fires on ttop of the castle aren't lined up with the building.
[quote who="Werewindlefr" reply="2" id="3071757"]1) Auras. Specifically, a softer but more flexible version of this: Unit AdjustArmyStat &nbs
Currently, the tooltip in a tactical battle, when hovering over an enemy unit, only shows the damage range and to-hit % of a regular attack with the unit's currently equipped weapon. What I'm proposing is that the tooltip should change based on the currently selected action, with all possible modifiers and effects involved. For instance, if you have a heal spell selected, you should see the range of healing, including a break down of all modifiers (shard bo
How bout first they try increasing troop size to something like 5/10/15/20, or maybe even something like 10/20/40/80. If that's still not enough, look at the army size.
[quote who="seanw3" reply="29" id="3073852"]Magic section 2 There will almost certainly be more magic put in the meager books we currently have. Were you suggesting that all spells should be researched? That would reward researchers with too many spells compared to warfare and Magic Tree purists. Adding maybe 50 new spells to the tree by release is a must in my book. There are so many unrealized spellbooks to be made. [/quote] Exactly. Some spells ought to be res
A little clock in teh upper right corner, plz. tyvm.
Yeah I would guess next Thursday (2/9) for the next patch, judging by Froggy's language in an earlier post. But who knows?
[quote who="seanw3" reply="7" id="3073250"]Assassin should get it from multiple strikes, poison, crits, initiative, and ignoring armor. So many interesting options. [/quote] Backstab, flanking, sneaking...
I don't think caps are necessary if they balance the mana cost on spells and have spells mana costs increase as the number of shards being pumped "through" the spell increases.
I don't see a problem with a unit that can build roads, but I don't have a problem with the current system either, except that you can't currently build roads to outposts.
Nice post. I agree with most of your comments. The single tech tree would be nice though I don't have a problem, per se, with the current setup, except that the Magic tree is completely horked. I'd like to see spells somehow tied into research. I also think the mana system, buildings, and traits need some rethinking (out-of-the-box style) and balance passes. I think the game was built with the right "guts" it just need some "attitude adjustment" to reac
[quote who="Heavenfall" reply="19" id="3072204"]Outriders, Swiftriders, Quickriders, Nightriders, Sunriders, Shadowriders, Dawnriders, Sunsetriders, Moonriders, Twilightriders, Yellow Riders, Blue Riders, Red Riders, Green Riders.[/quote] Rough Riders
The purpose of this post is to simply jot down thoughts and personal opinions that arise as I go through the normal routine of playing a game of FE. Some may be deep, some not so much; most will be stream-of-consciousness style so please excuse the rambling paragraphs and bad grammar. The content will be constantly updated as I continue my journey through Elemental: Fallen Enchantress. *** La
This is great. Go team! Gonna go fix. edit: seems like it's just the CoreWeapon.xml that's whack...CoreArmor.xml seems fine.
I understand and respect what you are proposing, but I have to say in theory I respectfully disagree with a good portion of the proposal, in terms of altering the base game mechanics as they currently stand. The warfare tech tree is the most "complete" tree in the game right now. I don't see why they would alter it, or the core mechanics of the game of researching technology, at this point in development. The reason I think the current system it's good and fun is t
I would call them "Path Traits" and "Meta Traits." Great idea.
[quote]The hardest part of winning was that my mana and gold incomes were always low. So it took a long time to get a full group of heroes. Also, tech was pretty much a non-factor. [/quote] Mana, Gildar, and Tech production should be 0 if you don't have a city. Even if you have sovereign traits that give a bonus here or there, they should require a city hub at least, or better yet other buildings like a library or merchant.
[quote who="mqpiffle" reply="81" id="3070453"]nerfing[/quote] They aren't "buzz-wording" anything. This game is not released. It's called balance, and implementing sound basic game mechanics which they intended to implement all along is not "nerfing" anything. In fact it will be an improvement on the core game (see above post.) EDIT: That's weird, the board is showing me as quoting myself in #81, when in fact I quoted post #80...odd.
[quote who="Wizard1200" reply="79" id="3070427"] because it delays[/quote] That's all we're trying to do. Balance the timing just a bit. And that's not really the issue. The issue is that if I defeat a tough foe in an epic battle one-on-one with a single hero, a battle which drained every last resource and forced me to use every trick in my arsenal, I want to feel rewarded for this action, not "Oh, why did I waste
I believe the AI factions need to learn some defensive maneuvers, like training an early city defender.
[quote who="seanw3" reply="19" id="3070431"]I am also a little frustrated that regular troops don't affect population enough. Taking 20 men out of the population would make training an army a more complicated choice. Currently, we just build units because that is what you do when there are no more buildings. 20 less men is .2 less gold, research, and production. That would make things very interesting. [/quote] Yeah - what happened to this??!?!? This was actually a GREAT i