Guess that means I'm done with Adobe. Completely ridiculous that you have to be connected to the internet to edit.
GFireflyE
[quote who="sharpxe" reply="77" id="3354377"] Quoting stardock334, reply 59 I don't recall seing MadDjinn using spellcaster and mage units only (or go to units) in his ridiculous LPs. The biggest human exploit of them all in this game is the use of city snaking, making the need for "culture" buildings and outposts alot less for the human then for the AI. This is also removing an important part of the ch
[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] I would argue that the bottom line is a little more complex than that. I see SD trying to bridge the gulf between two distinct worlds....the PC gamers....and the consolers. FE needs to be simple enough for consolers to want to play, yet interactive and dynamic enough to want them to desire more depth.
[quote who="WhiteElk" reply="20" id="3354192"]It's been two months with no update. Is FE dead like WOM? [/quote] not dead. Just hibernating. If I were to guess, I'd say that SD is going to backport all the balance changes and bug fixes back to FE once LH is released. I hope that's what they plan anyways...cause I like FE better. Well, to be fair I like almost all the new stuff they added to LH (Fame, Hero Paths, Weapon abilities) but I
While I don't think that mercs should be free in this game, I also don't think that they should be thrust upon you without choice. I do think that merc costs should be reasonable...perhaps 2gp for knights of Asok. I also that that magical mercs should have a mana upkeep as well as a gold upkeep.
Good Morning I have not yet tried the following system, but most certainly plan to try your attempt at the tax system as well as mine before coming to any conclusive descisions. All I do know is that the current system is flawed....and stays at 40% tax all game, every game. Name TaxRate Unrest Free Spirited 10% &nbs
[quote who="puntarenas" reply="124" id="3353596"] Quoting parrottmath, reply 117 What I would like to see the devs do is reduce the effects of the XP divide. Rather than be 1/2 1/3 1/4, something more gradual. Fibonacci comes to mind, just divide XP through F(n): 1 1 2 3 5 8 13 21 34 1 hero - XP /1 2 heroes - XP /1 So the game would encourage you to use
[quote who="Emperorjarin" reply="1" id="3353321"]Even in FE, more than one Arena could be generated. However, only one Arena quest could be completed per game; as soon as one was done, the others disappeared from the map. This is probably still the case in LH, though I haven't even seen the Arena yet. [/quote] I kinda like the fact that multiple arenas pop for the quest. Makes it into a bit of a race if you want to complete the quest. Since there are multiple aren
[quote quoting="post"]Hi, I would like to make the following proposal: The player can set a diplomatic stance concerning borders with every individual AI. This stances could be: 1: Closed borders: Nobody from the AI gets to enter your lands without a declaration of war. Pisses the AI off a fair bit. 2: Borders open for civilian units: AI units without attack power can enter, AI unit with attack p
From what I've seen, they are much more balanced in 0.87 now. Not every troop and their dog should think they need to be mounted. Horses and Wargs are now a commodity based upon scarcity and that is awesome! [quote who="random_thoughts_7" reply="9" id="3353359"]A horse shortage could create interesting ways to overcome it. For example there could be a horse-lord faction that gets +1 horses/turn. This would give them an all-horse army if they wa
+1 Great idea! Small 'move to front' and 'move to back' buttons would be awesome!
[quote quoting="post"]Hi guys, I've been thinking about trying to mod in some additional summon stuff, specifically stackable summons. Curious to see how it would play out Thing is, I can't quite come up with a way to have it balance. Hoping for some discussion from the clever people here. The basic thing I'm shooting for is to have 1 *stackable* summon spell for each element. So lets say for Earth, you get: Earth 1 - Summon
[quote who="SBFMadDjinn" reply="6" id="3352888"] The sad part is that I didn't really want *her*, per se, but her stuff. [/quote] *nods Stuff is good.
To comment about you not wanting to kill Ceresa and lose her as a potential champ: SD should change it so that when you kill another faction leader, instead of forever dying, they should join you instead but join you with a different penalty/wound than if she were to surrender to you and have the Spirit Broken wound. As is, you sit around wasting time hoping that she one day decides to surrender.
Um....broken. Was watching Mancers Ridiculous Let's Play, and he used the Impale ability from the spear on an empty tile to REACH the unit a tile farther. 20:36 on the second vid. Impale should require the first tile to be filled with a unit.
[quote who="Kamamura_CZ" reply="2" id="3352782"]The tooltips are very confusing, I get descriptions like: Food production: +2 -> +2 Research bonus: +50% -> +50% Sometimes a building gives an impression its completion has no effect whatsoever. [/quote] I really like this approach. You get to see before and after states. If they're the same, it means the building in question isn't changing that
[quote who="Kamamura_CZ" reply="4" id="3352823"] Quoting GFireflyE, reply 1 I think this really opens up a VERY insteresting debate as to how diplomancy could operate succesfully. [e digicons]:grin:[/e] [/quote] LOLZ
[quote who="fenwe" reply="22" id="3352749"]Guys, while logically the city raze should take longer, why should I take the unrest penalty of an additional number of cities? It just drags the game down. [/quote] While it's currently not the actual case in the game, you shouldn't be receiving a global unrest penalty for having a recently conquered city to your empire. That unrest should be localized to the conquered city in question. As the local unrest of the conquered city
Because the ability on the icon is a replacement, the player is brought to suspect that the ability also replaces, which is not the case. They are meant to stack. There needs to be some consistency with the desciptions of these abilties so that this question doesn't keep popping up on the forums.
Cutscene is what this needs. This and other MAJOR stategic spells all need cutscenes when cast.
Haven't bought a Bioware game since Dragon Age. Haven't bought an EA game in....a long time. There is a connection. While I understand the comments about Steam in the vid and how the platform does incease developers ability to reach their target audience, it is a little sad (and by a little, I mean ALOT) that Steam is holding all those same little guys for ransom, a different yet as devious a strategy as EA buying out all the good, successful companies (ak
Has the issue been resolved in 0.87?
[quote who="fenwe" reply="55" id="3352456"] ... If you think it is OP, then don't do it. ...[/quote] But the AI has to be able to follow the same rules of the game as we do. Thus, if I were to choose not to do it and it was available the obvious strong strategy, then the AI would proceed to do it just because it's the obvious strong strategy. Consequently, this would force the player to do the same.....or lose.
[quote who="Burress" reply="52" id="3352413"] splat [/quote] You gotta warn us with walls of text. ;) Most certainly FE (and presumably LH) has been the most strategic fantasy 4x game to hit the market. I am really looking to see if a rumored MoM2 DLC will come to pass...cause then I get to add nostalgia to the package! XD
[quote who="LordTheRon" reply="9" id="3352440"] Quoting davrovana, reply 7 Come on guys, there's a reason D&D didn't let mages wear armor. Gameplay decisions. If you add more initiative penalties to armor, it's not worth wearing! If you want armor, then go warrior or defender and still pick spell traits to cast some spells. Choose Warlock, pick up ring of ash/staff of souls/cloak of stars, you'll barely notice you're not a m