I really like the way this game has developed since I first picked up FE. I also liked the GalCiv games. I hope Stardock will stay an independent company forever. lots of good game studios were turned into money printing machines when they were bought up and integrated into EA, Activision etc. The industry needs someone like Stardock that reminds people that there's a better way than wasting millions of $$ on shiny games with shallow content.
Azunai_
if you replace the staff with a shield, you end up with pretty much the same dodge (depending on which shield you pick - wooden shields are worse, but kite shields and tower shields actually give more dodge), plus you can combine it with any one handed weapon (and pretty much every one handed weapon deals more damage or at least adds a special attack) dodge units are nice, but when they fail to dodge, they usually lack the armor to survive the hits. and as others have said, amarians a
also, a unit can only attack once per season now, so even a fast stack with 5 moves needs at least 1-2 seasons per quest.
another option (a bit cheesy, though) would be to make the familiar an inventory item. familiars in D&D for example are often small animals like birds or cats or exotic creatures from other planes such as imps a different champion could equip that item and it would grant them access to the same spells as the sov. this way, it would obviously use the champions defensive stats/hit points making it significantly harder to kill, but on the other hand you'd have to choose whe
isn't there some famous quote that "compound interest is mankinds greatest invention"? (I believe Adam Smith or Albert Einstein - really not sure) i find it pretty funny actually that you can create such an insane situation, but i think most games are over a lot earlier so this kind of silly scaling doesn't affect the majority of games. i don't think I ever played a game of FE that took more then maybe 250 turns. though with the new production scaling at game setup
with the current 2% unrest per city, that guy alone would basically remove the extra unrest of 10 cities. that's a pretty strong upgrade line you suggest there. i think it would be a very solid choice especially for large/huge maps - i'd probably make my first hero a commander by default, and possibly also the sovereign. especially for factions like gilden or yithril that have some really powerful trained troops a high level commander that boosts his elite stack and occasionally picks
warrior changes sound great! that's exactly the right direction - less stat increasing boring perks and much more "click->boom" action stuff. once the other 4 paths get similar streamlining, i'm sure the expansion will be much closer to the "Legendary Heroes" theme :) really excited now
yeah the game could use some form of free spell for starting mages - something like the D&D classic "arcane missiles". it could be really cheap (like 3 mana or something), deal decent damage for a low level spell and stop scaling at low/mid levels (like 1-5 per level up to a maximum of 5-25 *hint hint D&D rip-off*). you could use that spell as your baseline attack that gets unlocked with picking mage spec (just like counterspell) a destruction minded mage probably would
[quote who="Trojasmic" reply="8" id="3336432"] Wraith Touch and Flame Tongue are awesome! You guys just aren't leveling your units high enough. My units were doing 56 damage with Flame Tongue.[/quote] if your trained units need to be high level to make the racial skills worth using, I wouldn't call them awesome to be honest. trained units are essentially cannon fodder - sure you can have a stack of elite units and if you play carefully they will probabl
[quote who="Alstein" reply="117" id="3336430"] THe downside to giving them their own queue is that it becomes a no-brainer to build up outposts to the max. [/quote] that's not necessarily an issue, though. if the production queue is pretty slow (say - 10 or 15 turns for each upgrade) you'd still have to make decisions which upgrades you want first, you can't rush that high tower to connect the cluster of conquered cities so it requi
your #1 isn't new I think. i think the achievement buildings always worked like that. when someone starts to build them, they can no longer be built by other factions. i always found that a bit strange, too. i'd prefer the CIV approach of "wonder races" - everyone can start to build it and whoever finishes it first gets to keep it. another explanation might be that the Merchantcross Bazaar can only be built in towns (as far as i know) so it wont show up
hmm i don't know if that's a good suggestion. as it is now, getting water 3 for the mantle buff is really nice, since it also makes spellcasting for non-mage heroes more viable. i like the synergy of that. get the champ with the water spellbooks to water 3 so now your defender with earth spell book can use shockwave more casually and your life magic / commander can use his healing spells more without draining all your mana. by moving the percentages to the mage tree, you basic
I'm pretty sure that's not new to 0.51. as long as their sovereign is alive, the faction is considered alive. to completely wipe them out, you have to destroy all cities and kill the sov. or speed up the process by making him surrender (in which case the sov joins you as a champion and all remaining cities/outposts/armies of the faction are deleted)
that's not a bug, that's the current implementation of the "swarm" feature. I don't think it's very well explained in-game yet. i believe one of the videos in the tutorial mentions it, but other than that i think there is little to no indication what actually happens. AFAIK the current implementation of "swarm" (or flanking as you called it) adds 1 accuracy and 1 attack(damage) to the attack for each person in adjacent friendly units. it's currently re
first off, thanks for actually adding the much requested option to upgrade the number of people in a unit when higher numbers become available. The upgrade cost is a bit of a problem, however. I'm aware that this is probably a work in progress, but just in case it's actally an oversight - the cost seems to be static (15g/person) and not linked to the actual values of the unit. this is not a big issue if you upgrade your starting spearmen to size 4 or something, b
i like that idea. if i remember correctly, Kael's Fall from Heaven mod for Civ 4 had a faction that had a very similar mechanic (don't remember the name unfortunately - i think they were some kind of centaur people). They had some real cities (3-5 depending on map size) and everything else was basically outposts that would never grow beyond size 1.
last game I played as Magnar so i had the opportunity to play around with quendar blood / flame tongue. i think it's not very useful as it is. possible improvements might be: a) more damage: maybe add the flame damage on top of the base weapon damage - so it's always better than the basic melee attack? b) keep the damage calculation but give it a range (maybe 3-4 tiles, similar to throwing knives), so it would be useful as a secondary attack to do some damage w
i only played one game as a beastmaster hero and found it very fun. can be really powerful if you are lucky and get some early cavebears for damage and some spiders for crowd control. the limitiang factor is the mana cost of the tame spell and the chance of getting a resist. maybe the tamed beasts should work like summoned creatures (require mana maintenance), so by having an army of tamed critters, you also drain the resource that is required for the taming. i don't think wealthy
I agree with Fallenchar - the opportunity cost of buildings is already enough to balance them. While your cities construct buildings, they aren't building troops. and LH introduced the options to build growth/gold/research/mana, so that's another opportunity cost of buildings. Sure you can build all the unrestricted building in every city, but it's not necessarily a good idea to build that study in the fortress when that fortress could actually build armies or growth (to r
[quote who="TheTeaMustFlow" reply="21" id="3335841"] Mate, I'm pretty sure Impulsive doesn't exist anymore. It's not in Champion selection or any level-up table that I could see.[/quote] in my last game i had a level 3 fortress with "strike garrison" upgrade and the units built there still got free impulsive trait.
i think the 3 prerequisite towers are fine at the current location. for a magic focused empire/kingdom they are probably worth building for the extra shard power they provide. the forge of the overlord and the actual mastery spell should be moved towards the end, though, and i think it wouldn't hurt if that tech was significantly more expansive than other techs - after all this is basically the FE equivalent to a space race/tech victory.
i like that idea. this would basically add more tactical depth to the swarming mechanic. to gain an advantage, you would have to basically flank the enemy line to get swarming bonuses vs. the exposed units at the sides and - if executed correctly, it would still allow you to make great use of the swarm bonus without making it too powerful overall.
i agree that some more high powered hammers and axes would be nice, and of course there's a lack of bows, too (actually, the lack of bows could be fixed by increasing the drop chance of the super awesome shocking longbow - if you can grab one of those, your archer hero will never need another upgrade again). caster staves are fairly useless, though. i always end up using a fast dagger with extra initiative and bonus crit chance/crit damage on my caster heroes - that's usually
realistically, a 4x game is about "snowballing" - the more stuff you have the quicker and easier it gets to grab even more stuff. so a decent 4x game needs some mechanics to slow down powers that are in the process of steamrolling the opposition. i always found the temporary unrest of conquered cities a good mechanic. it slows down the aggressor (at least a bit) and it presents you a choice - keep the city and accept that it will suck for the next 50 turns, or raze it and possibly resettle th
i think they were trying to fix the problem of people defeating the whole game with a single hero and no cities or other units at all. i guess their strategy is to start low and then work hero power back up over a few iterations of beta patches until the community/testers agree that we have reached the sweet spot where hero power feels balanced vs. trained units.