mqpiffle
[quote who="katrisa" reply="21" id="3356820"] I'm having less issues with mana now. I'm seeing essentially the opposite observation as swarm tactics. Spells cost too much at the start and don't have enough oomph to match their melee counter parts. But then latter in the game you have plenty of mana and on the right character they can be quite powerful. I'm not sure this is a bad thing or not. I wish it was a more even experience though.
[quote who="parrottmath" reply="26" id="3356621"] Quoting Wizard1200, reply 17 Quoting parrottmath, reply 16I would prefer the AI to utilize the move and then action. Enemy archers are doing this already. Enemy archers are doing a move and attack which the AI is always doing anyway. What it is not doing is move and a special action. For example, a black widow could move and then web, or it could move and beguile... Or an ogre move then throw bolder
[quote who="Anelyn" reply="5" id="3356397"]Could you please make Chain Lightning (or lightning strike whatever the name is, the one that does 10 dmg in 5 squares long) to get power from air shards? Because it becomes lackluster compared to other damaging spells really fast in the game - on normal world diff, if you play higher difficulties don't even bother with it, what's the point of doing up to 10 damage (Even if you hit 5 units) to enemies with 80+ hp, when you could cast a fireba
[quote]Does this mean there are actually skeletons in the game now?[/quote] Yes, there are. And welcome back! [e digicons]:beer:[/e]
[quote who="fenwe" reply="153" id="3354487"]Yeah, so what level is the dragon? Besides, the point is mute. I don't need any heroes to kill any kind of mob. You can do it with just troops. In your case you tanked a dragon with a defender and used distance weapons. The point remains though that you could have done it much simpler by replacing that with a higher level summoning mage or a higher level Defender and you wouldn't have had anywhere near the trouble. I'm not providing feed
[quote who="jwallstone" reply="144" id="3354331"]This way, the game can prevent the player from potentially acquiring a "stack of doom" until well into the late game.[/quote] This is already in effect. Why change core game mechanics at this point? Removing this strategic element (XP split) from the game would make stacking heroes and not training units a no-brainer and you will soon find a thread where people are complaining about the silliness of being able to ramp up h
[quote who="FuzzyGold" reply="31" id="3354131"] The bottom line for this game is for it to make a profit. If newbies find it too tedious, it will not sell.[/quote] Oh, please! If you don't want to think while playing a strategy game then maybe you need to go back to playing Donkey Kong.
Ummm...you can't really nerf a whole game (or can you?) But I digress...
If you set up a map with dense AI factions you will probably not level as much as you would on a map with more space. I'm playing on a medium map with 5 AI factions and normal/balanced everything else. About 250 turns in my sov is level 15 and I have other heroes approaching level 10. @OP: Yes, relatively you get very little XP from AI units. Maybe too little.
They removed the Cruel trait from Karavox and gave it to Kulan.
Yes it works. I'll have a new version coming out when LH hits which also changes Kraxis color to Dark Gray so it doesn't clash with Umber.
[quote who="OliverFA_306" reply="109" id="3353348"]There is an important factor which is being fun.[/quote] And having a bunch of OP heroes running around with no concern for trained troops would be fun? I personally think not. We have been through all of this in the FE beta. There are really good reasons these things are the way they are. If you don't want to accept it that's fine (it is your opinion after all) but what's being asked of this thre
The new mount mechanics are much appreciated. Leave it as is for now.
[quote who="Burress" reply="104" id="3353313"]I highly doubt the developers themselves would claim that. From what I have gathered from dev journals ect., Stardock does not have a large dedicated play-testing department.[/quote] Trust me, Stardock is getting input (that we are not necessarily privy to) from very high level strategy gamers out there who are overall providing much better game play and balance feedback than what they can get from these forums. Just look at the stra
Altering the xp gains in ElementalDefs is indeed very easy. Altering the trait trees would not be so easy, but can be done with about 6-10 hrs worth of work if you know what you're going for and develop a good plan. The point I'm trying to make is that the game is balanced in terms of certain design decisions the developers have made over the past few years. Altering something so crucial as champion xp splitting at this point would unbalance the entire
[quote who="cwg9" reply="96" id="3353256"] such as increase world XP availability, reducing hero level scaling, or shortening their skill trees so there is a better match with the amount of points we actually get to spend.[/quote] The thing is, all of these can be done very easily with modding. The game is balanced in the eyes of the developers. For those that want a different experience (no pun intended) you'll have to open up the xml and change a few numbers
[quote who="Chaosti" reply="94" id="3352934"]First, I'm finding the main issue to be unrest and large nations.[/quote] You can mitigate unrest with champions, spells, resources, and city level-ups, among other things.
As long as the unit ends it's turn on the city, it ought to be auto-stationed before the next AI turn begins.
I saw this in .85 a few times as well.
Strange lines appearing under the techs, and when the tech tree is moved around the lines flicker.
[quote who="Galactic_Hunter" reply="27" id="3351652"]I think this is because they would have to have new animations for it, which is too much work.[/quote] That's exactly the issue, and that's exactly why I call it laziness.
The exception to my OP is that the unit will still carry out melee attacks, just not special abilities, ranged attacks, or spell casting (which are all really the same thing.)
To the OP - it's called a risk/reward decision. Champions are powerful entities and need to be treated as such.
[quote]Removed the Bonus Dodge and Bonus Dodge vs Ranged from Mounts[/quote] Thank you!!!!!!!!!!!!!!!!!