Kongdej

Kongdej

Joined Member # 4590945
160 Posts 3,335 Replies 21,948 Reputation

[quote who="ddd888" reply="92" id="3237372"]regeneration not working in tactical is a huge nerf, probably due though but maybe regen in strategic only make the enchant totally useless dunno[/quote] Gotta be more powerful than now if it only works on the strategic map in any way, that is true. Sincerely ~ Kongdej

159 Replies 301,967 Views

[quote who="Gaunathor" reply="7" id="3237353"] Quoting Kongdej, reply 6The worst part about that quest is you do something evil and out of character, because if you don't you will die. How so? You just fight the bandits, if you don't give her up. I don't see how that equals immediate death to your character.[/quote] I often run into it with a level 1-2 champion :) What I thought was odd was the lack of choice between fight or evil stuff. Sincerely

20 Replies 5,196 Views

[quote who="seanw3" reply="48" id="3237143"]I am confused by you guys not liking counterattacks. This is how I see a counterattack. There are two reasons a unit might justify a counterattack:[/quote] It had little to do with realism, and more to do with counterattack being a way annoying mechanic. I could talk on about it but I'm in a hurry ATM. so it might be a balance issue it might other stuff. >_< Easier to say when I have the mod installed in front of me, but too m

82 Replies 43,259 Views

Good post Tuidjy, I also hope the upgrade UI becomes better at some point (Sometimes I don't want to upgrade my Monks robe to a chainmail, but I want to upgrade the shield. Still agree that upgrading is too expensive, although costing weirdly less metal. Since the trait you have is supposed to halve the upgrade costs, I would much rather field 2 new cavalry groups and save the 100 gildar than upgrade the old ones ARMOUR only. My fortresses tends to get better anyways,

21 Replies 14,114 Views

hehe saw this too, poor titan spawned next to my lvl 40 mage hero... Hint: You have to kill him thrice Sincerely ~ Kongdej

9 Replies 4,113 Views

[quote who="MisterAedan" reply="5" id="3237288"]something horribly evil and out of character just to see what happened...[/quote] The worst part about that quest is you do something evil and out of character, because if you don't you will die. Sincerley ~ Kongdej

20 Replies 5,196 Views

[quote who="mqpiffle" reply="3" id="3237272"]But, yes, the diplomacy UI and some of the features are...a little weak at the moment.[/quote] What he said. Agreed the initiate talk CD has to go, since its the only way to declare war or shoo ppl out of your borders. In "Masters of Orion 2" you would sometimes be ignored by the AI, they just told you to go away, but you could still declare war with another button without entering diplomacy (Or you could just start firing o

4 Replies 2,006 Views

[quote who="stein220" reply="12" id="3237169"]If i'm worried about a neighbor or monster attacking me one border, I'll use scouts to look around in another area so I can keep my heroes in my armies to guard my borders. I actually tend to make custom scouts that are even cheaper to produce since they will die. Am I the only one that does this? I play challenging AI right now with most of the default settings.[/quote] For scouting I usually pick units without t

12 Replies 11,352 Views

[quote who="Gaunathor" reply="90" id="3237312"] quoting postChanged hit points from 4 (base) + 4 (per level) to 6 (base) + 2 (per level) so a few levels don't make such a dramatic difference Regeneration doesn't heal in tactical combat What about Ceresa? Her Wraith Blood and Scarred trait means, that she has a -2 HP per level. Has this changed? If not, that would mean, that she gains no HP per level.[/quote] Damn, someone else noticed, I was hoping I could

159 Replies 301,967 Views

I don't follow, you want to limit mana pool stuff in a way where I cannot save up mana for important things like epic battles, but boost mana regeneration so small battles will never be a problem mana wise. But you also want enchants to be upkeep free, while you are afraid of all the uncontrollable numbers going wild... What is a more uncontrollable number than free enchants on everything? O_o Personally I never have "Unlimited Mana", people have unlimited mana if they neg

8 Replies 6,298 Views

[quote who="Tuidjy" reply="31" id="3236202"]Torg troops[/quote] its the Torg, RUUUUUN! gotta make a custom Torg race now, sounds kind of evil :D [quote who="Tuidjy" reply="41" id="3237118"]I think that they should be given templates, and an algorithm for switching to the right one based on the enemy troops. They already can see the whole map, I see no problem giving them a bit more oomph. High difficulties only, of course.[/quote] I hope this will be implemented o

49 Replies 57,957 Views

I'm not much of a fan of being limited in my storage of mana, although I would take more mana regeneration, overall I don't really have many comments except a mana cap would even further boost the power of enchantments, which IMO is some of the most powerful magical tools available outside path of the mage. So the spells would need to be balanced around a high mana generating system with a ceiling, and I think that is too much, but I dunno, as HF said its a different design de

8 Replies 6,298 Views

[quote who="Jean=A=Luc" reply="51" id="3237111"] Instead of a 4 unit group with 10 attack per unit having a combined attack of 40, it should have 4 attacks of 10 (each unit's attack is calculated separately [/quote] Isnt this like it is right now? That is my impression after using trained troops for a couple of games now, I usually see them clink off lower armour. [quote who="Jean=A=Luc" reply="51" id="3237111"] In case of high armour values more attacks wou

150 Replies 538,294 Views
Reply to Adding the Fun in FE Beta

[quote who="Bobofett" reply="16" id="3236208"]Do monsters even attack outposts? I've never seen it[/quote] I dunno, my sovereign usually have whacked all the monsters for me to notice anything. Sincerely ~ Kongdej

19 Replies 8,949 Views

I do agree the group sizes should be changed so the group-size scaling would mean less. But I don't think it should go, group sizes is a good idea, sadly not very well implemented into the strategy, nor is there any depth or choices behind group size.

150 Replies 538,294 Views

[quote who="CdrRogdan" reply="82" id="3236818"]While those hitpoint changes are appropriate for multiple tile units they make no sense for single tile units. They also only address the benefit from leveling, and do not have any affect on spells, buildings or enchantments. In order to make effective changes to unit hp, the bonus from all sources needs to have different effects for multi-tile and single tile units. Halving all bonus hp for multi-tile units and doubling them for singl

159 Replies 301,967 Views

[quote] - SORT THE DAMN TRAITS FOR HEROES. Bloodline goes first, then spelltraits, then paths, then other earned traits, and lastly injuries. DO NOT MIX THEM UP like you do now. It is annoying as fuck to go through. This should apply to Unit Details AS WELL as the hero level-up screen AS WELL as the mini-bar showing traits in lower left corner when selecting a unit on strategic map.[/quote] I really hope the trait UI gets some love, still a good post HF. Sincerely ~

49 Replies 23,950 Views

[quote who="seanw3" reply="12" id="3236828"]Can the mana go up in proportion to the spell power? I guess +5 mana per airshard would be a good balance.[/quote] Personally I think the spells should be less dependant on shards instead... Haste and slow are great examples of gaining waaaay too much from shards, 1 level 1 spell should not decide the outcome of a battle IMO... It should help though. Sincerely ~ Kongdej

26 Replies 10,058 Views

[quote who="mqpiffle" reply="12" id="3236825"]Also, there should be a spell / ability - which the AI would know how to use properly - that can remove targeted enchantments or spell effects from a unit. [/quote] This is a good idea too, some "remove buff" spell the AI would cast frantically at buffed units :D Sincerely ~ Kongdej

13 Replies 3,579 Views

[quote who="seanw3" reply="44" id="3236820"]I will probably stick to extra counterattacks in my mod though. I am thinking axes need double strike and backswing. I don't want daggers to play the same as axes. Also, the ax will get -5 Initiative after 3 turns, so the unit seems to be tired out after a few of these brutal attacks. [/quote] All the extra counterattacks is one of the reasons I actually didn't like your mod ^_^ Sincerely ~ Kongdej

82 Replies 43,259 Views

A turn limit would not solve the current problem, I would run in circles, heal up, and then next turn just attack a weakened enemy with full hp kite all over again, all a turn limit does is just slow down the kiting tactic, I still get 300 xp for killing that drake so who cares if I spend 1 or 2 moves attacking it?. I think some other limits could be: 1: Gives most monsters a 3-4 ranged attack with cd, so they could use that on kiting heroes, this would also need the AI to <sp

13 Replies 3,579 Views