ins2

ins2

Joined Member # 4408620
50 Posts 250 Replies 1,171 Reputation

[quote who="UmbralAngel" reply="1" id="3209079"]The problem is that facing is pretty random in FE. I think its better to just do general purpose abilities or maybe to do a flanking ability where you just need one other unit next to the target. That is what they did in D&D 4th edition because backstabbing is pretty complex for a simple damage bonus.[/quote] This would also work - have a "flanking" bonus for all units if there is more than one attacking unit around th

4 Replies 4,661 Views

Just an idea: since you have now removed the unfair advantage to assassin champions given by the +50% per level, could we not implement a "backstab" attack that is a skill, only works with close pointed weapons (swords, daggers) and when the monster is facing directly opposite (if that's possible) and is either an instant killer or a very high damage? This would add another layer to tactical combat and would not be hard for the AI to use as well, no? B

4 Replies 4,661 Views

[quote who="Magog_AoW" reply="15" id="3209060"]Quoting drakkheim, reply 8Look.. the wandering monsters.. just aren't fun. at all.. ever .. that's the bottom line.. Couldn't agree more. [/quote] Couldn't DISAGREE More - if I wanted a static, easy game I would have played HoMM...

31 Replies 96,422 Views

[quote who="seanw3" reply="9" id="3208979"]If Warden could make it so that no monsters came within the vicinity of its control, that would pretty much fix everything. Currently Wardens, built at an outpost, seem to politely dissuade monsters. The mechanic needs to provide security from monsters. Why else would I build it? Make it more expensive to build if that is needed, but don't let a monster sit next to my outpost for 50+ turns, waiting for the random value to roll in favor of killing

31 Replies 96,422 Views

Hey all, I just want to make certain the Stardock team hears and remembers a few comments that may be lost amidst the (well intentioned) slew of bug reports and feature requests which have followed Beta 4, some of which have gotten a bit over-the-top IMHO: - we are all extremely grateful for your efforts to create what is shaping up to be a classic game, and perhaps a worthy successor to the record-holder, MoM :) - a large part of this community (including myself

14 Replies 63,961 Views

I also think the graphics are JUST FINE and require no real changes, much less an "overhaul"... To the OP: any SPECIFIC, CONSTRUCTIVE ideas about improving the game are welcome, but general and pointless criticisms such as yours are not at all helpful...

17 Replies 15,415 Views

I voted good - I am really enjoying the new cities, essence, the new spellbook, the outpost upgrades, the new animation system and the various UI and graphical improvements, all of which mesh nicely with the rest of the game to make it almost perfect. IMHO, the Stardock team needs to cut back on further feature development and spend its time working on fixes for all those annoying bugs and UI tweaks that people are mentioning, so that we can get off that disc

196 Replies 716,074 Views

To be fair, legaceez, the phrase "It saddens me to say though that BETA 4 has been truly disappointing and I am really starting to lose hope in the series." seems quite strong, emotionally biased and unsupported both by the severity of your issues and by your subsequent comments... Please don't take any offence from this - I for one have found that feedback threads that begin "The product sucks because..." work much less effectively than thread that begin "I like the product so fa

13 Replies 7,668 Views

Think of it this way - they are severely injured, are hospitalized in the nearest city, but as feeble and bandaged as they are they will try to wield their sword in defence of the city when it's attacked...

3 Replies 3,434 Views

[quote who="DevildogFF" reply="22" id="3207528"]After a few hours, I'm going with good. Here's what's keeping it from excellent: The outposts should change their look based on the upgrades. Or am I just missing something? I'm so proud to have been a part of this process. Can't wait to see what the final beta brings. I you guys. [/quote] In my game, the outposts DO change their look based on the upgrades, which is waaaaay co

196 Replies 716,074 Views

To the OP: Dude if you have such strong issues with fundamental structural parts of this game, then perhaps you want to go back to the games you are enjoying and stop trying to make this into the game YOU want... there are hundreds of people in this forum which are very enthusiastic about both the game and the way it is heading, and there is no way a developer can please everyone... As to some of your specific points: 1. Recurring bugs - the game is still BETA,

117 Replies 239,125 Views

2 more questions for anyone who can answer: 1. What are Syndicate lairs? (it says in the new additions "added Syndicate lairs") 2. What is a Defender upgrade ability? see below: "Hobble is now a Defender upgrade ability Immune to Counterattack is now a Defender upgrade ability Immune to Criticals is now a Defender upgrade ability Resist Cold is now a Defender upgrade ability Resist Fire is now a Defender upgrade ability"</p

91 Replies 302,794 Views

Three quick questions for Frogboy and/or Derek: 1. Is the bug concerning wildlands that don't clear if you save and reload during their quests fixed? I did not see it in the bugs section 2. Are the outpost upgrades also available for Pariden arcane monoliths? I would actually prefer that they were not, but it's good to know (EDIT: Never Mind, I saw from the video that they are) 3. Is the shop sales price at least moddable through a parameter in the .xml f

91 Replies 302,794 Views

I think the solution to the tactical battle issue may be easy, simple, and oh so elegant: give us the ability to MOD these tactical battle enchancements (terrain bonuses, flanking, zone of control, special unit abilities such as shieldwall, ranged unit penalties, line-of-sight etc.), and of course to adjust the AI so it can take advantage ! # This way the people wanting a simpler experience can stay with the current game, whereas the more complicated tac battle fans can download

122 Replies 265,218 Views

I may be waxing nostalgic, but I personally would love to see this type of game be accompanied by a large, fully detailed and documented manual (either on pdf or on a wiki if you want to be more "modern") which explains all the mechanics, gives tons of statistics and information (e.g. all monster stats, all hero stats, all item stats, all town improvements, all techs, all hero upgrade bonuses etc.). Of course this does not exclude the usefulness of a good UI with tooltips an

11 Replies 28,295 Views

[quote who="Kongdej" reply="7" id="3204202"]Quoting Stornskar, reply 6Right, I was going to edit my post because I just discovered the Pioneer/outpost thing ... I hate tutorials, I mean I usually like to just jump in and play, but maybe I'll do this one, heh. Mea culpa Not saying you should play the tutorial, thats all up to you, I am on the contrary saying it would really be nice if the pioneer ability was better highlighted without one having to build a pioneer at first. If t

11 Replies 28,295 Views

[quote who="StevenAus" reply="3" id="3201963"]I think it would be possible though, and well worth doing! If a tile can be made to have special stats (Kraxis Fortify) then any tile can, even if it has to be a special spell cast on all relevant tiles of the different types at the start of a combat. I for one would love if Stardock took advantage of being able to add stats (and possibly even add negative stats) to certain tiles in tactical combat! [/quote] Am I crazy, o

9 Replies 12,882 Views

Frogboy I have two questions that arise from your narration in the Original Post: 1. You mention that your Wizard placed Winslow in the city to act as its Mayor - does that mean that there are now formal Mayor / Governor assignments ? 2. What is that blue diamond-shaped icon in the first pic (create sovereign screen?) Many thanks, Bendiwolf

34 Replies 169,629 Views

I LOVE the new UI changes, and am blown away by the potential of this game considering that this is still in BETA stage, and that there will be at least two more rounds of impovements (Beta 5 and Final) before the end product is released (not to mention post-launch upgrades, patches and extensions, and of course mods :)) !!! Frogboy and the rest of the team - please keep up the great work, and we may have a candidate for best Fantasy strategy game ever ...

34 Replies 169,629 Views

[quote who="Heavenfall" reply="14" id="3183750"]1) If outposts are going to flip, please give us something like militia to defend them against scouts, pioneers and those level 1 crappy demons summoned for Resoln. Otherwise it is going to be micro hell. Suitably, that militia would upgrade as you research warfare/magic tech like city militia do. [/quote] He does mention upgrading the outposts with Wardens to "keep the monsters at bay" so I assume this is

208 Replies 712,632 Views

I'm not certain this applies to Beta 4, but a critical improvement that has to be implemented by the final releace would be to allow heroes to switch weapons during tactical combat - it makes no sense, either in terms of gameplay or in terms of realism, to force a hero to remain with his bow in hand when enemies close in for combat and not to allow him to draw a sword or dagger. If this is too difficult to implement via the "EQUIP" screen, another way might be to al

2 Replies 2,133 Views

I may be oblivious but for the life of me I can't find the link to the new cloth map that is mentioned in the 2nd and 3d post - where am I not looking?

33 Replies 61,763 Views

[quote who="leeboy26" reply="2" id="3182382"] I seem to recall Frogboy stating he didn't like them.[/quote] If this is true, I withdraw the suggestion - after all, this is his vision and he is the one creating it :)

4 Replies 5,193 Views

Has anyone posted or discussed the possibility of adding other secondary layers to the maps with portals (caves, teleports, what have you) leading back and forth? In my humble opinion this would be a very good way of making maps 3-dimentional and add lots more size without taking up too much memory (as the game could conceivably "load/unload" the different layers upon use of the portal). It would also add a layer of strategy and allow map designers to really make maps challenging and

4 Replies 5,193 Views