maybe it still uses the old mechanic - reducing blunt/pierce/cutting armor that actually aren't in the game any more?
Azunai_
maybe the spell picks the random target when you start casting (and not when it finishes) - so if you actually killed the target unit during the casting time, it just fizzled?
sure it's fun, but it's also much stronger than most of the other professions. compare beastlord to hunter, noble or bandit lord - you think they are on par? i'd rather see them buff the weak professions to be honest, but if that's not an option, the logical conclusion would be to bring down beastlord. it's not like the suggestion I made would destroy it - you could still get as many critters as you like. making collars a purchaseable shop item doesn't change that at a
if they really wanted to nerf it, they could remove the tame spell and instead add the collar to the shop in your town. you'd get 1 (or more) free collars in your inventory at the start, and you'd have to buy them for cash if you want more animals.
[quote who="Darxim" reply="16" id="3338518"] I know this isn't exactly what we're talking about here, but... The starting area tile yields should all add up to 9, and let you pick which one you want. Just for the starting zones, although expansion areas could use some work, because I mostly just see 1-2/3-5/0. The workaround for bad starting resources is to hit Ctrl-N, which will start a new map allowing you a shot at better starting resources. The p
yeah, i got him in every game so far. juat like the plague and the blood season - they don't seem very random to me - i get them all the time. bacco can be pretty tough, but if you can defeat him, he's a pretty decent scout with his innate 3 move range (and since he's a champ, he can also loot treasure tiles and unguarded monster lairs in AI territory unlike trained scout/explorer units)
random map generator seems to be... well. fairly random ;) i've played maps where almost every settling area had at least one essence (often with really nice tiles such as 5/3/1, 2/3/4, 3/3/3 etc.) and i've also got maps where i only had a standard 4/3/2 starting location, a not-so-great 1/5/0 10 tiles away and nothing else within a radius of 20 tiles - except for a juicy 3/3/3 spot with a grain nearby that was guarded by a lovely fire lord army. huge maps seem to have better tiles ov
specialize your cities to avoid that kind of problem. use tiles with essences for conclaves, high production tiles for fortresses and build towns on those mediocre 5/3/0, 3/4/0 or 4/3/0 tiles (depends on play style - spam lots of simple units with high production fortesses or use those production heavy tiles for extra towns and build only one or very few high essence fortresses with damage/inititiave/defense enchants and rush buy elite troops with all that excess money from the towns) </
i just reloaded the end of a huge domination game i finished recently and all AI capitals i had conquered were at least 5/3/2 or better (on challenging difficulty) one of them was even a 5/5/2 (the former gilden capital) with a clay pit right next to it (so actually 5/6/2) and another one was 5/3/3 (the former pariden capital)
i think there may be a rule that forests (and probably also rivers) reduce the maximum yield by 1. i've actually seen 2/4/2 tiles with forest access (the 2 essence probably came from a shard that was directly next to it). i've also seen several 5/3/0 tiles on rivers, but i don't think i've ever seen a forest or river adjacent tile with more than 8 total yield. i personally don't mind the new system. i think it's more balanced that way. sure it was nice to
the change log only mentions weapon upgrades, so it probably won't include armor. i don't actually think armor is all that important. i mean - if you have leather armor and get the low level magic techs before you unlock the mail armor tech, you probably shouldn't use the upgrade function (unless you actually can/want to invest crystal to switch from leather breastplates to monk robes). if you deliberately design units around monk robes, you'll probably also add other
i think that happened to me on a few occasions when i inspected AI cities or units.
i think the weird upgrade paths are going to be adressed in the next patch. 0.52 change log contains this item: "New system for weapon upgrades where we can define types (some axemen always upgrade to axes, swordsmen to swords, etc)" i guess that means no more club > axe > mace > longsword, or spear > boar spear > battle axe > maul still, i'd personally prefer the other suggestion that has been brought up in several threads already (option
most of the level 1/3/5/7/9 heroes already existed in the FE base game and they probably didn't have time to create a bunch of level 11/13/15 etc heroes for 800/1600/3200/... fame. most games won't reach those levels anyway, so it probably wasn't a high priority to get them done, yet.
i don't get all the complaints about XP split either. sure, on a small/medium map with default monster density, there's not enough potential XP floating around to level more than 1 or maybe two heroes to decent levels, but on those maps you probably won't need many armies anyway. you will reach the point soon enough where you clash with other factions and then it's more about cranking out soldiers to fight their troops and conquer them and not so much about hunting dragons, li
i think it's fine as it is. if some monster/army attacks you on their turn, you can escape and run away on your turn. you don't have to attack them on your turn when you see that the other army is stronger and that you will likely lose. i don't know what the tooltip of the scroll says - maybe that should be fixed if it suggests that your army will be teleported to the capital.
i disagree. if you actually invest so much time into building up some fortresses for unrest control, you really deserve it. it' not like you can just rush them to level 4- it takes 100 turns or more to get there. the level 5 trait might be overpowered, but it's almost entirely irrelevant to the actual game balance. you have to delay the game on purpose to get a city to level 5 before the game is over.
doesn't make much sense to remove the unrest modifier from fortressess, really. if you were to do that, you'd also have to get rid of other empire wide bonuses for high level settlements. a level 4 conclave that gives you 10% more research faction wide or a level 4 town that adds +1 production per material faction wide (which can be anywhere from ~10 - 5% depending on how much production per material you currently have) essentially do a very similar thing, with the added benefit that
yeah, i posted pretty much the same topic a few days ago. it's not a big deal since it's easy to avoid the exploit, but i guess it should be fixed anyway.
in the current build of the game, one way to combat the rising unrest percentage from the number of cities is to build some extra fortresses and get them to level 4 ASAP and pick the "prison" upgrade for -10% global unrest. this mechanic works, but its rather crude in my opinion and i think it could be improved by making the process more gradual. the way I see it, getting a city to level 4 is strictly a late game thing, and frankly, at that point most of my games are already at
i think NanakoAC had a pretty good suggestion there - the most comprehensive solution might actually be to select a new unit and change the old unit into that different type. you can still use that for small incremental upgrades (just select the original unit type that was auto updated to the new available weapons/armor anyway). AI could do this by default - so not much headache teaching them what units they should upgrade to which new type. and the player could just design a new unit and upg
yeah, i think that's not in the base FE game - in the LH beta (at least as it is now) attacking an army sets your remaining movement points to 0 for that season.
[quote quoting="post"] I am really enjoying the game and already have many hours logged away. There are however a few things I think would really help it along: ... 4. I'd love to have random city names. Once you get to know the names in the game you have a very clear picture of the opposition empire before you even explore into it based on how far along the list a city's name appears. <
yeah I got General Carrodus as one of the level 9 champion picks (i think at 400 fame) and as far as i know, he's supposed to be the "canon" leader for capitar. I actually looked up Carrodus and Kul-al-Kulan in the XML files and re-created them as custom sovs for their respective faction. ha dto fill in some blanks since the Carrodus champion is level 9 and has stuff like Air 3/Life 3 which might be slightly overpowered for a level one sov ;) It's fairly easy to add them to th
i guess AI sovereigns get to pick 2 paths. last game i defeated procipinee and markin and made them vassals and both had dual classes. the trait UI only showed one class, though. so the extra class they get to pick may actually just add its initial bonus (like +1 HP per level for defender) EDIT: thinking of it some more, i think there is actually enough room in the UI for a third tab (for a second path)... maybe the devs were at some point (or are still) tinkering around with multicla