just watched the first episode. like it so far. one minor thing - increase animation speed for tactical battles to double speed if you don't mind (i think it's somewhere in the advanced options) - the default animations are kinda slow, which makes the battles a bit boring to watch; double speed is more tolerable IMO. out of curiosity - where are you from? (i'm not a native english speaker and i don't think i've heard someone talk like you before, i'm just curio
Azunai_
that's funny - i always considered steal spirit pretty useless (and still do). it's so much easier/more efficient to level up the spell schools on a low level champ. why would i want to waste precious sovereign XP levelling a spell school (instead of picking items in their chosen path) when i could fill that same school on a champion? you need tons of experience to level a guy who is already high level, and it's pretty cheap to get a champ from level 1 or 3 to level 5/7/9 to reach
charge and initiative fortress bonuses could be replaced with discipline and acrobat traits, to keep it in line with the endurance trait of the other level 3 option (so each option adds a small scaling bonus to the troops. discipline for spell resistance mostly (the bonus accuracy is fairly unimportant since you get a big boost from training buildings anyway), acrobat for dodge units, endurance for plain extra HP - all three mostly defensive, so this change alone would contribute to slo
while that feature might be nice for new players and/or perfectionists, i think it would be a waste of valuable dev time. if you really can't live with the results, there's already the reload function - or you could just accept the loss, move on and learn from your mistakes. i don't mean that in a condescending way - just try it some time - you'll probably learn more by accepting your mistakes and avoiding it the next time then by replaying and correcting the mistakes (at leas
if you are already at level 2, stealing level 1 doesn't have any effect. you'd need a champ with level 3 to steal the next level - at least that's my understanding of the mechanic
you don't even need fortresses to counter the unrest - any level 4 city will do. towns give extra production per material, conclaves give global research boost at level 4. you can basically counter the unrest (to some extent) by increasing the production/research globally. of course that only really works with medium sized empires - once the unrest percentage is really high, the global loss is too big to counter it with more production. 9-12 cities are easily manageable if you grow them t
i think the new defender tree supports both, the tank role and a more support oriented role. which is probably a good decision, since the paths should work for all difficulty settings. the tank spec (ironskin/endurance, plus some defense and plate spec) is probably more viable on lower settings, while at harder difficulties it's probably wise to go straight for the auras and let them hang back and support their armies with the AoE shield bash, guard and the dodge and defense auras. not re
a percentage of max health would also work (for example, 5-10% of the unit's health per attack)
another radical idea: what about removing the techs for larger group sizes (4/5/6 guys per unit) and instead give the units increased (base) HP instead (with options to upgrade legacy units to the new health levels). i realize that armor is basically there to counterbalance better weapons, but armor is fairly expensive resource wise, while high powered weapons are rather cheap, so it happens quite often that troops have powerful weapons, but only baseline armor (leather/monk robes). by adding
armies changing direction randomly is usually caused by the "explore" command. i think there's also a keyboard shortcut that sets units/armies to explore mode -maybe you pressed that button by accident (i think it's the "X" key, but not really sure).
yeah i agree about the tactical combat. the early fights are rather intense, but once you can field some custom units, it quickly gets very uninteresting - charge - cleave - victory. some of the traits are probably too powerful, unbalancing the whole tactical combat system and turning it into a one turn "click to win" game. also, weapon damage vs. HP ratio gets worse over the course of the game. HP are roughly the same, but damage multiplies with higher tiers of weapons. armor helps somewhat,
this thread is about how the game actually is, not how the game could be / should be. the original topic was about masterwork chainmail and the opinion of the thread starter that it's a functional no brainer. i tried to point out the flaws in this logic, and then it somehow turned into a discussion that heroes should be more powerful. noone even suggested that the current state of heroes is desirable - but as a matter of fact, heroes (especially melee heroes) are pretty much useless in th
i agree that the late game has a tendency of getting boring. i don't really know a good solution, and i don't remember a 4x game that didn't suffer the "boring late game" syndrome. once the early intense part of the game is over and you established a strong base, the snowballing starts and exponential growth ruins late game balance. AI either can't keep up or (on higher difficulty settings) plays by a different rule set (handicaps/advantages) that of course doesn't really
more than half of the tech tree is devoted to the development of better, larger, more powerful armies - the other half pretty much gives you the means to research, build and maintain those armies. if heroes are powerful enough to compete with the economic and military power of the whole faction, then the whole empire building aspect of the game becomes meaningless. in other words - we are back to the FE system where it was actually possible to never settle a city and wipe out the whole map ju
i don't think the armor of heroes is such a big deal when you researched the whole warfare tech tree already (you have to, since masterwork chain replaces plate, which is at the very end of the tree). by that time, trained armies are a lot more powerful than champions. the proficiency traits allow you to equip random drop chain/plate items in the early/mid game when your champions are still a significant part of your military power. when you're at the end of the tech tree, the heroes
some random comments: - i think you underestimate warlord. -50% wages is huge, especially in the early game when you don't have several high level towns creating tons of cash. later on, you probably want more than one fortress, so you can actually have neough units for the bonus to be noticeable - if i'm not mistaken, summoner also gives you a buff increases the attack of all summoned units by 50%. at least, last time i played paride, procipinee had that buff and
you could edit the title (add "[resolved]" to the title for example); if noone else bumps it up again, it will vanish in the depth of the forum soon enough anyway ;)
he's using a spell that drains life off your units and heals him. don't know if you can interrupt the spell (counterspell)? the last times i ended the game with the master quest, i used an army of first strike (impulsive) mounted pikemen - they charged in and killed him in turn 1 before he could do anything :)
masterwork chain reduces initiative by 3, so i guess it counts as chain armor (likewise, light plate is -6 init so it probably counts as plate)
i played with 0.80 a bit and the fix (see 0.80 changelog - mqpiffle already mentioned it [reply #22] ) seems to work just fine. it's a nice little bonus now, probably pretty strong on creatures with improved swarming (wolf packs, urxen racial, warrior trait - haven't really tried any of them yet) - but other than that, it's really not a big deal any more. it rewards good tactical positioning and punishes bad habits.
yeah, battle cry is pretty powerful - especially since the tactician 1/2/3 picks aren't exactly weak, either ;) getting it that early can definitely make some fights a lot easier than they would normally be
hmm there's a quest that removes the occupation penalty (don't know if that quest exists in LH - i remember i had it a few times in FE) any chance you had that quest in that game? the unrest per city was increased from 2 to 3% with patch 0.80. if you started the game before the patch, the effect in that game would be a lot smaller (80% instead of 120% at 40 cities). the details screen of the cities should actually list all the effects that cause or reduce unrest. </
yeah some XP modifier was increased from .05 to .06 ,so i guess that means about 20% more XP compared to patch 0.75. i think we will see more adjustments in later stages of the beta. don't forget that one of the complaints about FE was that you could essentially win it with just a handful of champs and no trained units at all, so they probably set XP fairly low on purpose to get some feedback on the city devlopment and trained units, too. they can still make the heroes more "legendary" to
the faction wide unrest based on the number of cities is already in the game (currently at 3% per city)
i remember that i won diplo victories in FE in a similar fashion, but something changed in one of the FE patches i think. it was no longer possible to ally all of them. as soon as i had a few alliances going, the option was no longer available for the other parties. my conclusion was that it's ideology based - i noticed that i could no longer ally empires after allying a kingdom and vice versa - but that may be coincidence.