A lot of good ideas in this thread, I liked the idea of available weapons (daggers) with double attack, that would just FEEL cool! :D Sincerely ~ Kongdej
Kongdej
[quote who="parrottmath" reply="1" id="3236465"]"Your majesty, ever since my parents were murdered by the syndicate, I've been on my own. I would never have made it, if it weren't for you 'Bill'." or "Your majesty, ever since my parents were murdered by the syndicate, I've been on my own. I would never have made it, if not weren't for you 'Bill'."[/quote] "Your majesty, ever since my parents were murdered by the syndicate, I've
[quote who="Frogboy" reply="8" id="3236335"]One thing I'd also ask is how much kiting is being used with these champions in battles? Leveling up with just champions means taking out some pretty nasty monsters.[/quote] If you have such a big problem with kiting, try giving some of the monsters an attack similar to the thrown daggers, at range 3 to 4 tiles... (And used after moving). This will make sure damage tickles in slowly. Sincerely ~ Kongdej
[quote who="Monzter9952" reply="49" id="3236546"] Am I the only one who thinks the enemy AI's heroes are a little over the top strong? I mean, I've played WoM and I was really good at it, but in FE, even on normal/easy, because for some reason my enemy's all have super strong sovs and heroes (one being lvl 19 and insta kills everything I throw at him), while I'm stuck with low level guys even though none of my heroes or sov has been killed. I don't know how I'm su
Hmm deja vu... I think they first and foremost should take all the global stuff that they put on the sovereigns, and put those into the faction creation system. Then create a more balanced sovereign selection system after that. Sincerely ~ Kongdej
Actually been bothered by this a few times, just... I dunno postponed posting about it >_ Sincerely ~ Kongdej
[quote who="fenwe" reply="3" id="3236228"] Quoting Derek Paxton, reply 1Hes flying, thats intended. The problem with him flying is that combined with limited visibility, is that it makes it impossible to move a stack of medium strength troops to defend the city. [/quote] Yea I'm not a fan either, but I don't think a reply to a bug post would do much ^_^ Sincerely ~ Kongdej
[quote who="Emperorjarin" reply="6" id="3236336"]My understanding of build queue selection is that the unit queue is universal; the only things directly modified are resource/production costs, assuming the requisite building has been constructed in that city. That said, if they could find a way to make unit queues more dynamic, like some per-essence bonus buildings, that would be a nice plus. [/quote] Wait what? Sincerely ~ Kongdej
[quote who="Publius of NV" reply="2" id="3236476"]This problem still exists in .98b. I've edited the original post to change the release level.[/quote] Please take note about whether you have the sovereign background that improves trading, and/or how much influence you had in certain situation. My gut tells me its the fault of influence affecting trading values. I still see it too Sincerely ~ Kongdej
[quote who="seanw3" reply="40" id="3236446"]I think a nice nail the coffin would be to only allow city improvements to be places in a radius of one around the city. That way the limitation makes more sense and snaking is stopped to a reasonable degree. [/quote] And would limit most of my cities to not building all the buildings... I don't like this idea, would make building wonders, and building next to a river a real pain. Sincerely ~ Kongdej
[quote who="Supreme Shogun" reply="9" id="3236408"]Back to topic, yeah you're right about the buildings. But I don't see a reason to make new or existing buildings require them. However, it would be nice to have extra damage or protection added to created units if you had a shard in your city's control or adjacent and built a building for that. [/quote] On a secondary note, I would love to see unit traits that gives elemental resistance, so its easier to
[quote who="Publius of NV" reply="1" id="3236357"]You have LOTS more influence (752 to 0), does that have something to do with it?[/quote] Yes it have, I know "why" it does it, but it should be capped before the point where my 40 units of iron is worth 250% of her 40 units of iron. I honestly don't like the point that influence changes the values of trades though, really makes trading either useless or really beneficial. I spent the entire game trading all the enemy'
I am always curious at your sovereign and important hero levels, and what levels your spearmen achieved, I sadly find most combat between factions slighly too rewarding xp wise (in the games where I was stuck between 2-3 attacking factions on expert... don't ever just go on a declare war rampage when only using trained units... either that or play better than me :D) Edit: Ment to say "War between factions needs some rewards xp wise... But I was obviously tired :D Seems tha
[quote who="Werewindlefr" reply="26" id="3236312"]My point remains: there's a use for maces, fighting armored enemies. And I can assure you they're better than swords at doing this. And they're less good than spears, but let you use a shield and are better at fighting unarmored troops than spears. So basically, maces are between swords and spears, a sort of compromise.[/quote] There is of course some truth in this, I just won't use them, since everytime I ha
[quote who="seanw3" reply="9" id="3236121"]Endgame staves do damage to all enemy units and also cast spells like wither or pandemonium. It boggles the mind why this is not already in the game. [/quote] Would be fun to see staves with a single target version of whither, and casting chaos on the target though. Sincerely ~ Kongdej
You can level incredibly easily, and have way more kiting power with an active regeneration healing 2-3 hp per turn in tactical, easily abling you to clear out some of the tougher monster way earlier, this in turn gives a ton of levels which then makes all future monsters easier to kill.. Just see Tuidjy's earlier gameplays, they focus around heroes, mostly regeneration and kiting to heal through some of the combats on Insane. I thought it was more videly known that kiting
Arh nice Joe, I never learned punctuation in the English language so I had no idea ^_^. Sincerely ~ Kongdej
[quote who="Tuidjy" reply="5" id="3236225"]Quick question: does anyone know how to check the critical hit multiplier?[/quote] https://forums.elementalgame.com/432233 Sincerely ~ Kongdej
[quote who="Gorshmak" reply="2" id="3236179"]At least for death u can always 'transform' a shard into a death one, cost is I think 50 mana[/quote] Only if you play a certain faction. Sincerely ~ Kongdej
Wow I had no idea... back to that list of keyboard shortcuts I need to locate ^_^ Also never been happy for stuff shortcuts with no visual button. Sincerely ~ Kongdej
[quote who="GFireflyE" reply="26" id="3236168"]I'd rather see east-west and north-south wrapworld imbeddded into the map generator.[/quote] Me 2 Sincerely ~ Kongdej
[quote who="Gaunathor" reply="1" id="3236165"]PS: You have a typo in the title.[/quote] I know, bad day, can't be bothered two be specific about stuff liek this, just running out old bugs. Sincerely ~ Kongdej
Hi there, have been annoyed at one tiny little UI piece for some time, its all over the interface, and just a waste of bloody space :) Here you see 2 entries from Vital strike, this is not a bad example, but a quickly accessed one from one of my games. I would love it to stack up and just show "Vital strike II: +3", instead of having 2 entries. This should also b
waaaait, how do you open that acheivements tab? O_o Sincerely ~ Kongdej
The worst part is the balance between weapons ATM doesn't count bonus damage from trinkets or traits... or so it would seem anyways. Thats usually why I find the best weapons to be the fastest ones. Sincerely ~ Kongdej