[quote who="N1ghthavvk" reply="4" id="3343816"]In this game there is no such thing as sneaking in a Spell of Mastery Victory since the Towers are displayed in a corner. Only sneaky thing possible is Quest of Vicotry and since AIs don't bother with it they have no victory condition against a powerful empire which is a few thousand powerrating ahead. Naturally they should seek peace to be able to get a higher rating or win together with me. [/quote] Agreed. Those should be post
GFireflyE
I would love WAY more one-screen cutscenes popping up and telling the story. Cutscenes for random events. Cutscenes for hero injuries. Cutscenes cities falling or cities being conquered. Cutscenes when starting important battles (like against wildland bossmen or faction sovereign encounters) Cutscenes for meeting new factions I would even say that the intro 'book' should be a cutscene instead....with t
[quote who="ampoliros5" reply="54" id="3343160"] Quoting jeffreyac1, reply 47 I'd like to see some sort of mechanism to allow heroes the ability to gain xp in cities. Seems to me making viable administrators could add a layer of options to your heroes, and give you something to do with those 'extra' heroes you don't have an army for. You are not alone. There are others who have asked for admins to get experience. My own s
[quote who="kangon" reply="7" id="3343165"] Firefly, did steam steal your firstborn in the dead of night or something? You seem to have a rabid hate for them, and seem to feel everyone else should. I can't understand someone spending so much time and effort trying to justify not using Steam.[/quote] Nah, I don't feel like everyone needs to have the same opinion as me when it comes to steam. You are quite welcome to your own. As for why you can't understa
[quote who="Frogboy" reply="5" id="3343151"] Quoting GFireflyE, reply 4 First off, I really appriciate that Stardock has felt it necessary to share it's private successes and failures with the public. I have a few things that I took note of: I find it interesting how Brad has acclaimed 90% of their sales to steam. Obviously, if you release products that are steam-only, than the % will be weighted in that direction. Only way that stat would be useful is if the
Very interesting. This mod would most certainly be included upon install. Thanks and please keep the this mod live and up to date! It's going to be as game changing as parrotmath's snaking mod.
First off, I really appriciate that Stardock has felt it necessary to share it's private successes and failures with the public. I have a few things that I took note of: I find it interesting how Brad has acclaimed 90% of their sales to steam. Obviously, if you release products that are steam-only, than the % will be weighted in that direction. Only way that stat would be useful is if the products all had multiple venues of sale. The same can be said for download sal
However, I do agree that the swarm mechnanic does need to be a little more complex, including a counter-swarm penalty to the attributed bonus. Thus, if you have 4 troops providing swarm and the opponent has 3 providing swarm, you would only net 1 to swarm. This would REALLY push you to break enemy lines to achieve that swarm attack mechanic.
[quote who="Trojasmic" reply="54" id="3342451"] Too many cities too close together... Derek, please increase the distance between cities requirement.[/quote] Gotta disagree here. I like being to settle my cities close together. Makes it easier to defend.
Would definately make for an interesting game option.
[quote who="ben_sphynx" reply="39" id="3341530"] Endurance trait gives +10 hit points instead of +1 per level Note - units made in cities get Endurance too (one of the options for level 3 fortresses). These units will probably now get +10 hp, which is quite a big bonus. At the very least, update the description of the building that provides this. I actually thought Endurance was quite an interesting
[e digicons]k1[/e] Very interesting idea. I like it.
[quote who="ampoliros5" reply="7" id="3341408"] Yes, I think your capital should have a Tavern building which always has 4 random heroes in it. The heroes will stay there for say 7 +/- 2 turns and you use your fame to recruit them. Each hero will have different fame needed to recruit. If no Sovereign recruits a hero as it makes the rounds from tavern to tavern the hero will level up and try again at your tavern. The level of the heroes in the tavern will be -3/+0
I think the fame mechanic is working out very well. However, some of the points mentioned to have battle defeats cost you fame would be nicely appriciated aswell. The loss of a city, for example, should be devastating to your empire's ego. There could even be a spell made that 'sucks' fame away from a targeted faction. XD This may be extreme, but I would even go so far as to offer up the idea that if your fame decreased below the next 'hero' tier that
Imo, adding ships to the sandbox mode would be a massive undertaking if the intergration of seafaring is going to be successful in the remotest. I would rather see the sandbox mode have an option to activate north-south world wrap and east-west world wrap so that no matter where you start off in random world, you are at the 'center' of attention. This change would require considerably less effort to undertake. More stamps would need to be created s
[quote quoting="post"] Suggestion about option to limit amount of towns to X, amount of outposts to Y and amount of armies to Z. [/quote] This is not a good idea at all imo. There are already natural softcaps to all three. Putting hardcaps on would only cripple the AI to be able to compete.
Only weapons that need further balance, imo, is the Staff. Gotta see that other thread that Wizard1200 started for my comments though... https://forums.elementalgame.com/442679
[quote quoting="post"] Staves should have the overcharge ability that ignores the cold, fire and lightning resistance with the next attack. The path of the mage should have the expert evoker and master evoker abilities that increase the damage of the overcharge ability by 25 % / 25 %. This change would make staves very useful for mages. [/quote] Very nice idea. Would definately give more usefulness out of those staves. I would also like to add that all staves
[e digicons]k5[/e] If the outpost becomes contingent within your empire; it should auto-road to the outpost at the beginning of the next turn.
Can't say that I am overly impressed. FE:LH is more of a spiritual successor to MoM than this kickstarter for Worlds of Magic has attempted to show itself to be... It is a little interesting however that there just 'happened' to be some competition show up for spiritual succession of MoM once SD decided to pursue the evolvement of FE instead of progression of MoM.
[quote who="enoeraew37" reply="7" id="3340693"] Quoting Derek Paxton, reply 3 Quoting Wizard1200, reply 1 Are there any plans to change the trees of the assassin, commander, defender and mage, too? I think the path of the commander is currently one of the most powerful and most boring paths, because the stat increasements are only passive. It would be better to make them active abilities like Command or Battle Cry. Defender is my next tree to focu
[quote who="parrottmath" reply="35" id="3339960"] Not sure how I would go about modding it in the first place. I would have to do quite a bit experimenting with the leveling of the roads. Not to mention I would probably have to draw up some new graphics to see if the game actually can detect new roads. Heavenfall might know more about this stuff, but I don't think he played with roads either. I'm pretty sure that I cannot do your suggestion to say build roads between
[quote who="Derek Paxton" reply="69" id="3340146"] 7. Magical Staves (elemental damage) [/quote] Shouldn't this be (ranged elemental damage) ?? Equipping all staves with ranged attack allows for the caster to be 'back-lined' which is VERY important when the melee starts right away in combat. Imo, the mage skill tree should also have a series of attributes that increase the potency of Staff attacks,
Unit/Sovereign/Faction Check AI select menu A system off of the main menu where you can rifle through all the available units, sovereigns and factions that player(s) have created and select which ones you want to be made available for AI use. Default units should be additionally marked and a special button somewhere to 'reset to defaults' that will uncheck everything and then check the defaults. There could easily be a method for del
I think quite the opposite. Removing the XP penalty associated with multiple heroes in a stack results in removing your choice. Without that balance mechanic in place, 'stacks of doom' become the only viable and obvious option to persue, leaving most if not all other strategies aside for the sure win. That's just not fun, and imo would be a bad business decision for SD to make a game with the very same flaw that MoM had and was overly critiqued