[e digicons]k1[/e]
GFireflyE
[e digicons]k6[/e] Great suggestion for tactical battle!! Would love to see such a feature added in. [quote quoting="post"] Game start is always the same approach. Spam pioneers; research civ to get Cooperation (so you can build groups); explore with heroes. The world doesn't make me play any differently each time. The AI doesn't force me down a particular line. The resources I find don't give me opportunities to exploit a different approach. By mid game I ha
[quote who="harmonius_" reply="10" id="3242460"]+1 reseach / essence or +1 reseach / city level - both are overpowered. Non-essence cities suck. [/quote] I agree with you there. But that's why I've suggested that every city be able to eventually build a scrying pool when tech XXXX is reached. Paradin would get have their scrying pools increase to +2 bonus when that tech XXXX is reached. That way no city will suck.
[quote who="ddd888" reply="15" id="3242471"]the solution would be civ like every new city add 10% unrest to the whole empire so you cant rush build cities same as civ etc etc [/quote] I think this would work if this was the only element affecting unrest. Maybe reducing it down to 5% would be better balanced. But, I must ask, why would a more successful empire generate a higher unrest? By that same token, one could argue that when a city l
[quote who="Aygis" reply="5" id="3242513"]+1 It would feel more in line with the other uses if you must spend it to generate an effect. Aka: Give 50 Influence-Point to a faction – gain +x Relation for y turns… [/quote] Precisely.
[quote who="Lord Xia" reply="11" id="3242505"]Influence is something for nations with henchmen and the rest of us don't do much with it really. [/quote] That's why I was proposing this 'more inclusive' change. As is, even being Altar, influence is BORING.
@ CogBurn : Simple solution here would be for the sovereign and other heroes require an upkeep such that you required cities to maintain them. The higher the level of champ, the better the city(s) you need to support them. What I found very curious is that people cried for more difficult game play and it was grante
@ Heavenfall & @ MiamiBigAL Thanks for some clarification guys. However, it is confirmed then that influence is only good for hoarding. N
Good Morning I like the idea so much, that I'm vainly going to put it in it's own thread: Currently as I understand the concept of influence, it serves two purposes in the game: Altar needs it to build henchmen. Kraxis can use it to 'buy' neighbouring cities (I think) As for the rest??? It sits there and grows? You can trade it away, to which every AI loves the stuff...but they can't use the stuf
[quote quoting="post"]*** Unreleased *** Removed the initiative bonuses from horses [/quote] That's a step in the right direction! [e digicons]:thumbsup:[/e]
[quote who="Wizard1200" reply="8" id="3240010"] I think this would be better balanced: Inspiration - + 1 reseach / city level - 25 mana Meditation - + 1 mana / city level - 25 mana Enchanted Hammers - + 1 materials / city level - 25 mana Sovereign's Call - + 1 growth / city level - 25 mana Oppression - 10% unrest reduction / city level - 25 mana Propaganda - + 2 gildar / city level - 25 mana
I don't think FE is going to end up that way in the end as Stardock continues to balance and tweak the current per essence system, however I am beginning to see the advantages in changing the system to a per citylvl instead. Larger cities then have larger impact of the enchantments, which can kinda make sense. A problem can occur as all cities can reach lvl 5, whereas most essence is only gets to an average of 3. <a id="ctl00__Content__RepeaterReplies_ctl07__LinkUser" class=
Don't have a screen, but Altar with a 3/3/2 nearby a prestiege location and a fireshard. A 3/3/2 nearby a prestiege location beside. Expanding my empire gave me a 3/3/1 and a 2/4/1 and another 2/4/1 and a 2/4. I've just spotted a 2/2/3 that I'll be taking. (I think those were the numbers.)
yes....+100 dodge just for the flip animation....I can see it now. [e digicons]XD[/e]
Easy delete and edit just makes sense for all those out there that don't know how to mod or edit files.
[quote quoting="post"]As of now there are eight factions plus wildlands which can be represented on the map. Several colors are too close to distinguish territorial boundaries easily. I suggest changing a few colors around as follows: Ythiril - White Gilden - Yellow Kraxis - Similar Yellow => silver Tarth - Green Wildlands - Similar Green => black Pariden - Light Blue Resoln - Similar Blue => pur
K, so now we know how to get influence....but what in the world do you USE it for??? Yes, I know Altar needs it to build henchmen. (I think there was one other thing that you can use influence for too...ah yes...I think Kraxis can use it to 'buy' neighbouring cities). As for the rest??? It sits there and grows? You can trade it away, to which every AI loves the stuff...but they can't use the stuff...is there any other use that I am not considering???
It completely depends on the type of game you are playing. If you're focusing on hero development, then rpg is going to be your income source. If you've focused on city development, then you need economy to be your income source. I've had some games where I was pulling in 60gildar/season. They both serve a purpose. Only thing is that in FE's current balance state, hero development is much easier. I think that will change more come next beta. In
[quote who="taltamir" reply="114" id="3241878"]Nerfing champions into oblivion would NOT achieve brads vision where the player chooses to invest in one or the other and where playing "sauron" is a viable path. It would merely mean that champions are useless and only cities matter. [/quote] Then you have a choice: Either: heroes gain XP too fast to the point where city strategies are not viable. OR heroes gain XP too slow to the poin
Some very interesting changes just posted in the OP. The tech trees have undergone quite the change. Range was nerfed. Prestiege was nerfed. Lot of little tweaks. This is going to be a whole new game again. XD
Love it!
Curious as to how you finish wiping out everyone by turn 100 all the time... Small map? I play on normal map and, while I don't aggressively push my enemy right away, it still takes me to turn 200 to pull a win...
Had this happen to me too. Thought it was a feature. XD
[quote who="DsRaider" reply="58" id="3241202"] -Scroll of Curse is unclickable. [/quote] Maybe it's supposed to be unclickable....oh wait...that's the cursed scroll. nvm. XD
[quote who="Gaunathor" reply="9" id="3241329"]Why do I have the feeling again, that nobody is taking me seriously? [/quote] I heard you and happily agree. One of two things will happen: Either Stardock will release the game as is, two hammers are a reality. Else, they already have a quest in waiting and the hammer will be swapped out before release. (just to keep us beta testers on edge). I'm hoping it's the later, but you never know...</p