Just tossing this out there, but what if upon casting the spell of making to win the game, you first open a rift in which the essence of each shard must be defeated in battle? Kinda like a 'spirtual warefare' You're sovereign must pit his magical potential against the shards themselves and when he is successful, he wins the game. If he fails, the entire spell crumbles and he has to try again after he recovers in city.
GFireflyE
K, a few very interesting posts here. I'll try to comment accordingly: @ OliverFA_306 Unrest due to number of cities would still exist. I suppose I didn't explain that part all the best, but I did say "Unrest from all other sources must still be handled by the effects produced by the Fortress improvements, Commanders, etc." This would inc
How would we be able to build our own champions if we cannot mod existing ones?
Just give the spell a casting restriction of 20 tiles from your sovereign. [e digicons]:grin:[/e] That'll cancel out any global abuse.
ouch. How about them drakes, eh? [e digicons]x_x[/e] Great play through. Really enjoying it. Shows how merciless the engine can be. Those random events and deadly lairs sure pack a punch. However, I am noticing that the AI really just sits around the whole time and are a bunch of push overs when you declare war. Would be nice if they expanded with more cities and outposts and bettered themselves with technology and troops.
[quote who="Lord Xia" reply="20" id="3349690"]Yes, I think FE was a great game, yes I think LH makes it even better, but why ever release a product that isn't your best? There are a lot of bugs and niggling issues that have lingered with the game for a long time, please take the time to fix all known issues before you release it. You are a great company and deserved to be recognised as such, so please release LH in tip top shape instead of just as
[quote who="Naidrev" reply="6" id="3349124"]I love little details like horns. It makes the world look like someone was mixing animals with magic. Like an owlbear. [/quote] Then it should just be an owlbear. Why go out of the way to create a new fantastic creature, but give it the name of an ordinary one. At least with an 'owlbear' I have some idea of what I may expect...
I'm going to post this in a new thread in the hopes of generating discussion on the idea: I really think the tax system needs some love. Currently I set tax to 'low' and don't need to change it the entire game. The tax system requires a second dynamic to it in order to make choosing your factions tax rate to be meaningful. The two following thoughts come into play: Tax Collected - Corruption = Moneys Gained Base Unr
[quote who="ins2" reply="152" id="3349633"] Derek, PLEASE let us leave the hero level up - skill picking screen without having exhausted all our skill points... this is a relatively small change IMHO but will very positively affect two elements of the game: 1. Will allow people to "hoard" their skill points and save them for higher-level skills (a useful trait), and 2. MOST IMPORTANTLY, it will avoid the "stuck on level up screen"
[quote who="phazonfreak" reply="1" id="3349584"]Swarm: for each adjacent allied unit, the attacker gets +1 Attack and +3 Accuracy. I am sure about the +1 Attack, not 100% sure about the amount of accuracy though. [/quote] With the concerns that swarm is currently too powerful, especially against the faction of Tarth, I put forward the proposal that the +1 attack be removed from the ability. Honestly, when you are flanking an opponent, how is it that you strike hurts more
[quote who="Schepel" reply="39" id="3349494"] - Roads should only marginally improve travel time. These are muddy tracks at best, not seven lane highways! [/quote] Roads should be upgradable: Path - Road - Hiway
Doesn't bother me at all.
I really think the tax system needs some love. Currently I set tax to 'low' and don't need to change it the entire game. The tax system requires a second dynamic to it in order to make choosing your factions tax rate to be meaningful. The two following thoughts come into play: Tax Collected - Corruption = Moneys Gained Base Unrest + Corruption = Unrest Gained The result is the following equation to be used to determine tax:</p
[quote who="parrottmath" reply="35" id="3349388"] Quoting Derek Paxton, reply 23 Quoting lpisko, reply 21 why dont we create an engineer that can build roads and outposts. they dont cost any population but also cant build cities. leave that for the pioneers. this would solve a bunch of issues / complaints and imo makes senseYeah, ill have to think about that. It could be cool. If such an engineer unit comes into play, I recom
[quote who="bpalczewski" reply="119" id="3349270"] First of all, you make a road to a closest city - we will call it B. Thus, we have connection A-B. Now, we start to check other cities in vicinity of A (vicinity, let's say 2 or 3x distance of A-B ). Let's say there are cities C and D close to A. I check distance from A to C through B ( A-B-C) and compare it to a direct distance A-C. If A-B-C>2*A-C then i build a road A-C. (In other word
Tarth is meant to be a stealthy type of race. Why not give them the ability to fade from combat. I think it's an excellant idea!
[quote who="phazonfreak" reply="14" id="3349328"] Quoting Marka_Ragnos, reply 13 give them +1 mana upkeep cost give them an upgrade that neutralizes the +1 mana upkeep that can be unlocked mid game somewhere in magic tech tree That is a very good suggestion [/quote] [e digicons]k1[/e] Agreed. Very good suggestion.
[quote who="Derek Paxton" reply="115" id="3349235"] Quoting sweatyboatman, reply 113 I think most of the issues with road-building would be resolved if the local road system were recalculated every time you found/take a new city. It would be a little weird to have the roads redraw, but hey, roads are already magical abstractions. What are the issues "issues with road-building" that you mention and would be resolved if the road system was reca
[quote who="Naidrev" reply="12" id="3349083"]I mistyped in my previous post. Outposts should NOT be allowed to push the borders of other outposts. [/quote] So who would get preferance? First come first serve?
[quote who="animageous" reply="11" id="3348946"] Quoting GFireflyE, reply 10 In the Civ system, each tile had a % weight associated with a tile's loyalty to a given race. Perhaps something like this also has to be considered for FE. Thoughts must be given to the three types of ZofC interaction: City - City, City - Outpost, and Outpost - Outpost. While not perfect, here are some ideas to address this: Yes, this was a good way to represent the sh
[quote who="Derek Paxton" reply="23" id="3349186"] Quoting lpisko, reply 21 why dont we create an engineer that can build roads and outposts. they dont cost any population but also cant build cities. leave that for the pioneers. this would solve a bunch of issues / complaints and imo makes senseYeah, ill have to think about that. It could be cool. [/quote] However, if an engineer unit is created, I think the first and foremost p
[quote who="JustATourist" reply="12" id="3349018"]I have to agree both side: First of all I agree with the Devs, that automatic road building is a very good idea. The game doesn't need that much micro-management that you build every road yourself. The focus of the game is somewhere else. There are other games allready where the exact location to build your cities and roads are key decitions. We don't really need that for LH. On the other hand an algorithym on random maps al
shhhhh. Don't tell them. [e digicons]:ninja:[/e]
Please change the graphic for the cave bear back to something that can be associated with 'normal'. Sheep horns and tusks just ISN'T doing it.
[quote who="animageous" reply="6" id="3348542"] Cities should have a garenteed ZoC of 2 Outposts should have a garenteed ZoC of 1 An outpost cannot be closer than 3 from a city, and vice versa you cannot settle a city closer than 3 tiles from an outpost. Outposts can never be built within another faction's ZofC Cities can never be built within another faction's ZofC (not sure about this one) (thus, if a city has a curren