[quote who="emmagine" reply="5" id="3338302"] There are many things about elemental I like better than mom. Dynamic troop creation, mods ability, skills progression, city levels, and all sorts of other unique things. There are also mom aspects I don't want anywhere near elemental. These things could be used to balance some things (like magic) and add interesting choices to character and faction progression. [/quote] Granted, but if those things existe
GFireflyE
I am against the idea of manual road placement on a 1-tile per build basis. While this approach gives more control to the player in how the movement within his empire takes place, we must remember that whatever the player can do, the AI must be able to do aswell. Please recall the Civ games for the obvious flaw found within 1-tile road placement. Every tile ends up getting a road ... and then eventually a rail. It's very unrealistic and actually removes a strategic
[quote who="Alstein" reply="4" id="3337976"]I thought it was a bad idea how it was done in FE, in LH it's so much worse. XP split needs to go away. [/quote] The XP split did go away....and then everyone immediately started playing with a stack of doom that self perpetuated because of how fame and questing operated. Was no fun. They readded XP split back in. It needs to be there.
Until there is an ironman setting, saving and reloading is part of the single player experiance and can never constitute cheating. Or at least as we must define what 'cheating' actually is, such a person is as much of a CHEATER as the individual who abuses an in-game mechanic that exists yet shouldn't like "Accuracy + Maul". People will justify and call this 'exploiting', but when the dust settles, there really is no denying that it's just another fo
[quote who="Frogboy" reply="8" id="3337405"]I don't remember how summoning was done in MOM. How did they do it? Since I'm working on the AI handling summons better, I would like to see summons be made more worthwhile. [/quote] A few have already replied, but there is a point missed: For MoM, there were two types of summoning: Of the first type, tactical summoning: This occurs when you are on the battlefield and wish to have some assistance
so....if it's just a flat 2 fame, could you not just destroy and build your cleric EVERY turn to abuse the aquiring of that 2 FAME ?? if so....BROKEN.
I think the 2 essence on scrying pools would be WAY too strong. I am already of the opinion that every faction should eventually gain access to scrying pools....that's how powerful they are. However, I think that only Paradin should gain access to scrying pools right away. All other factions would have to wait until they've reached a certain tech (don't know which one yet...probably Arcane Mastery). IF this is achieved, then and only then would I think that P
When it comes to summoning, there should be two different types: Of the first type, tactical summoning: This occurs when you are on the battlefield and wish to have some assistance from a summoned unit. There may be a casting time for such a summon. There probably should be be limitations to the number that can be summoned (one of each type). Either way, once the combat has resolved, the summoned creature goes back from whence it came. Of the second type, strategic
I really like the fact that forts have further purpose to help decrease global unrest from your empire. Gives them more purpose than just crunching out troops.
agree. summoning is VERY lackng in this game. However, I believe that whenever someone makes this statement, it is because they are thinking of the awesomeness of summoning that is found in MoM. I still think that this is the direction that FE should take. Give the player the option of creating military might or magical might or summoning might or economic might or diplomatic might.....open up the possibilities.
Steam is the only new requirement. [e digicons]:typo:[/e]
Agreed. Needs to change back.
[quote quoting="post"]I love the latest version, Legendary Heroes. It's come a long way since elemental, and I couldn't be happier. There are only a few suggestions I'd like to make. Random maps are still pretty bad at balancing the resources and such. Please make the generation better, and allow for balanced resource and quest placement. Expansion - Enemies still expand at a god awful rate. Even on easiest setting, it
Agreed. Bridge mod and Snaking mod are musts for FE.
The recommendation could be scaled depending on map size. and on that note, probably everything dealing with unrest should be scaled depending on the map size.
[quote who="Alstein" reply="115" id="3336406"]I agree outposts need to be overhauled. My full suggestion: I prefer my levelling idea for outposts- that's simpler- can be shown graphically more easily, and is less micro-intensive (so will help AI) I'd suggest a 5-level system Lvl 1- outpost that does nothing other than ZOC Lvl 2- outpost gets a warden effect that works on "Weak" monster or playe
not interested in 2-queue. Am interested in a little more balance for the 1-queue though.
I for one actually don't like it when the AI takes control of a custom faction/leader that I've created in the past. There are times when I goof around with a design or try something new. When I play a subsequent game, I don't want to have the AI messed up and ruining my game all because they have decided to pick your previous goof. IMO, there should be a check screen in the menu where you can pre select which leaders and factions are to be made available for the A
Familiars are awesome if you go a summon path, as your familiar can make duplicates of all your summon creatures.
[quote who="coreymckrill" reply="106" id="3335973"]I like the idea mentioned earlier in this thread and also elsewhere of reappropriating scouts to build outposts. Building an outpost would consume the unit, like pioneers settling a new town. But I think it could be taken farther, so that an outpost upgrade was performed by building another scout, sending it to the outpost, and hitting an upgrade button that once again consumed the scout and then allowed you to choose an upgrade.</str
imo, outposts should be able to assign to a specific city. Often times, my outpost is beside an underdeveloped city, so I don't want to spend my crucial queue time building outposts upgrades. If I had the choice to change what cities the outpost is to be connected to, there would be more flexibility in building the outpost upgrades. Other other killer of course is the fact that pioneers are a strained commodity. With the act of trying to minimalize pioneer spam, building man
It just means that every turn you have to check every city to make sure negative enchantments weren't cast. Major micro manage.
Agreed. Counter swarm should be considered as well.
I like it that way.
yes. Heroes should be unique.