[quote who="parrottmath" reply="33" id="3339864"] There are lots of good suggestions and looking through the xml files they did have levels of roads still sitting there, although I can't say anything about their functionality.[/quote] Probably too hard to mod this, eh parrotmath? ;)
GFireflyE
[quote who="parrottmath" reply="2" id="3339944"] You can also design your own units and when you play against the AI against that faction, the AI will use your designed units.[/quote] Still dislike this very much. I build units that are meant to work in cohort with other units. 'Glass Cannon' style. AI does not know this and will just build 'Glass' part. Wrecks games. Imo, there should be a 'check' chart in the menu so that before you start a game
[quote who="Nick-Danger" reply="31" id="3339848"] Quoting GFireflyE, reply 30 Though, I still think having road segments as buildings attached to a particular city is the best way to go, especially since 'leveled up' buildings already exist in the game where a new UI replaces the old. The same can be done for a 'Path' 'Road' 'Hiway' building tree. Do you mean something like, for example, 'path' wo
[quote who="moi-meme" reply="7" id="3339753"] It's for the precise reason that you listed that this XP sharing system was put into place. The stack of Doom is MoM was what broke the game. Pack all your heros into one large army, give them movement speed up the nines...and destroy everything...not fun. If you did play MoM, you know it did not work that way. I remember clearly that capturing an air node stuffed with lightning dragons wouod usua
[quote who="enoeraew37" reply="13" id="3339455"] How bout a status update Stardock? Those of us who got of the beta train at the Fallen Enchantress stop were wondering if you are going to continue to provide updates and whatnot. Thanks[/quote] oh, I don't mind the beta testing at all....and would gladly still do it...if it weren't for steam. But I'll hold to my convictions and miss out on a great expansion because of those convictions...can't/won't ask others
Great dicussion! Though, I still think having road segments as buildings attached to a particular city is the best way to go, especially since 'leveled up' buildings already exist in the game where a new UI replaces the old. The same can be done for a 'Path' 'Road' 'Hiway' building tree.
Interesting... I was aware that the vassel enchantments did not cost you upkeep, which is a good thing, but the fact that one-time enchantments like Tireless March being consumed when a vassel is obtained....is disconcerning. There probably should be an option to disenchant. If such an option existed, I would even be okay if the vassel's enchants cost upkeep, giving the player the choice in what to keep and pay for and what to discard.
[quote quoting="post"] I do not know why that XP sharing was set, but it's a bad thing. In particular, it makes having more than two-three heroes worthless, since additionnal heroes won't level up by sheer lack of XP, or they will drag down the XP gain for other heroes. It also means that there shoud not be more than one hero in a given army : this limits the player's choices. I remember that in MoM, it was possi
I'm kinda hoping as much as possible is backported to FE.
[e digicons]k6[/e] Excellant suggestion!!! Definately brings more RPG interaction to the table with decision making when conquering a city or having a city conquered. I wouldn't go so far as to say I agree with 100% of it, but definately enough to say this is the right direction.
If Bacco shows up in a random event, the first thing the event should do is query the level of your sovereign, and then build Bacco to match...
[quote who="jecjackal" reply="35" id="3339103"]I'm actually surprised elemental didn't go the CiV way of resources. Ie. a horse resource gives you say 12 horses. Its not cumulative, you only get the 12 horses. Tech and building upgrades would increase this number but it would really limit the amount of cavalry in an army. Edit: This could further be extended by the current system. Say you gain 0.1 horses per turn up to the curr
Isn't there a 'smart-color' option that shows diplomatic threat of factions?
[quote who="Nick-Danger" reply="19" id="3338911"] Quoting GFireflyE, reply 8 "The concept of a road should be "select starting point of road" then "select ending point of road", then road is built." That still leaves the route auto-generated, which is the problem we now have. Better to allow the player to select the route (hold down SHFT and select the tiles, requiring starting/ending with one of our cities?). Problem with this is that one
[quote who="Crono908" reply="20" id="3338693"]"Maybe we can convert some to food. Horse meat is good. " If your French..... [/quote] I'm Dutch. ... well, technically I'm Canadian. My heritage is Dutch. Horsemeat is still good. XD [quote who="igncom1" reply="21" id="3338712"]Could we compensate the amount of one type of mount by adding more? Like pegasi that boost initiative over health<b
[quote quoting="post"]Could you please include some rudimentary form of range in tactical combat? It feels so counterintuitive that bowmen have an equal chance to hit at point blank than at targets on the far edge of the map. It could be something very easy such as: - each weapon or ranged spell has a base "range" at which all to-hit rolls are made without penalty. - for every tile beyond the base range, there is a base -5 to hit, or -10 to hit, or whatever.<br
[quote who="Gibbevex" reply="5" id="3338710"]And yes, the introduction of minor factions/neutral cities would be bloody awesome. [/quote] ah good....in my wall of text, wasn't sure if people would catch that little insert of mine. XD
Imo, random events need a bit of a revamp. A random event should be global. Always! No one faction should have a greater chance at being the target of a random event, for good or for ill. That means that all AI players should receive the same potential of targeted random events as the player does. There should also be good random events to be had as well as bad and always variable depending on your faction position and alignment. All random events
Well, to begin with, one could just double the horse/warg requirement when building troops. Either that or half the number each outputs per turn. That would most certainly rein in their excessive amounts. Maybe we can convert some to food. Horse meat is good. XD
Imo, the only touch up spears need is such that you need to move your unit out of position to use it. Doesn't get the swarm bonus then and breaks up the line. If the AI recognizedthat and was able to single out a flank, I think combats could become very interesting indeed...
[quote quoting="post"]So I'm looking for a good excuse to give my wife, why I should buy this particular expansion to the game. If I can get a good excuse, then I will enjoy all the beta like all you folks who already have the game. If frogboy can give me a good reason to get the game (or anyone at stardock), then I definitely will and I will let you know which excuse worked... (I reserve the right not to use an excuse for obvious reasons). [/quote] Because your mods are nece
[quote who="joeherbert48" reply="84" id="3338364"]Now of course if an army from another faction captures the city then there are no restrictions. An army would be able to destroy a level 1-5 city poof 1 turn. [/quote] Imo, when conquering a city, destruction of said city should only be allowed after a number of turns equal to it's city level have passed.
[quote who="Frogboy" reply="38" id="3338135"]My 2 cents (to recap) is this: 1. Getting the AI to summon things effectively is a lot of work. 2. The current balance doesn't make summoning that effective a strategy. Therefore, I'd like to see summoning boosted substantially. In tactical battle, I think you should be able to summon multiples. You could have each additional summon cost more mana than the last. I think that alone would
Agreed. Also, swarm bonus should be countered by opponents swarm bonus. Thus, if you receive a 3 bonus from having 3 units adjacent to you when you attack, the opponents 2 bonus from having two other units adjacent should counter against your three. 3 minus 2 equals 1. Thus your net swarm bonus should be 1. (numbers are very simple just to get the idea across)
[quote who="ben_sphynx" reply="75" id="3338133"] I've now had more of a think about it. When monsters capture a city, make an event of it. Each turn, the monsters do something. Maybe produce another of themselves. Maybe burn down a building. Maybe kill population. Maybe send out another war party. Maybe convert some population into units that will fight for the monsters (undead!, bandits!). This should continue until a suitably legendary hero brings