mqpiffle

mqpiffle

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

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.

4 Replies 2,984 Views

[quote who="Werewindlefr" reply="2" id="3071757"]1) Auras. Specifically, a softer but more flexible version of this: Unit AdjustArmyStat &nbs

46 Replies 29,177 Views

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

2 Replies 1,263 Views

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.

34 Replies 13,385 Views

[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

52 Replies 168,319 Views

Yeah I would guess next Thursday (2/9) for the next patch, judging by Froggy's language in an earlier post. But who knows?

16 Replies 23,146 Views

[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...

21 Replies 11,691 Views

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.

22 Replies 7,600 Views

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

52 Replies 168,319 Views

[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

44 Replies 24,516 Views

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

0 Replies 560 Views

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

22 Replies 20,016 Views

[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.

8 Replies 8,448 Views

[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.

117 Replies 417,667 Views

[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

117 Replies 417,667 Views

[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

33 Replies 26,224 Views