I think the main problems is: Big stacks of units, meet defense : Trained units seem to have a severe hard time penetrating armor with any weapon, this unbalances armor piercing weapons too, but also makes armor extremely efficient against large groups... - Trained units. Magical Loot: The magical items you find are way better than the items you can build at the same level in the tech tree, so much that heroes gain a huge advantage du
Kongdej
Seems to depend on the picture's stance (the little picture you make to represent your sovereign. Sometimes its ok, sometimes its waaaaay off. Sincerely ~ Kongdej
Actually seen more stuttering on cloth map than down in the "proper" visuals ^_^ Sincerely ~ Kongdej
[quote who="Pelviss" reply="7" id="3234033"] Quoting Kongdej, reply 1They should walk? Sincerely ~ Kongdej You are aware this is the internet right? there is absolutly no need to sign every comment as if u just wrote a formal letter with pen and paper.[/quote] That's an odd comment... To answer this off-topic comment... Yes I am aware it was the internet, - There is never a need to sign any comment in formal letters, phyisc
@Taltamir To me it sounds like you have a problem with the balance, but it hitting it with a stick from the wrong end. I do agree build times should be lowered, but as a whole having choice between building a resource out near an outpost or building a building in my city should be choices, and building the resources and outposts should not be instantly finished, or next to isntantly finished. My biggest peeve ATM lies in non-hero construction time and costs making them
[quote who="DsRaider" reply="16" id="3234403"] Quoting seanw3, reply 14Five units have a greater chance for at least one unit to hit. If one unit hits, no others get backswing. I thought all units rolled for accuracy together... It makes no sense to me they would do it any other way. [/quote] Each units rolls for accuracy separately, so each unit have a whatever chance to hit, backswing only triggers if the whole stack misses (Which is the flaw IMO) Personally
[quote who="stein220" reply="26" id="3234485"]Personally, I am not a fan of snaking cities; I like the smaller ones we have now. I would like forests and harbors to be natural resource tiles that you can control with outposts like wild grain, and mines. Haz cake, tis eaten as well.[/quote] I would like this idea too. (what I tried to post earlier). Sincerely ~ Kongdej
[quote who="taltamir" reply="15" id="3234164"]what is that spell and where do I find it?[/quote] Have a hero being able to cast level 5 earth spells, research the rare endgame research called "The third book of the magi"... and I think you get a spell for 300 mana that does it... I think, never seen it as I said :) Sincerely ~ Kongdej
[quote who="UmbralAngel" reply="23" id="3234038"]The problem is that expansion is the only viable strategy. In most games you can choose between Rush, Boom, and Expand. In FE, rushing is not a viable option. Lets say you get leather armor and spears right away and create 2 groups of spearmen, join it with your sovereign and champion, and take out the nearest AI. What do you end up with? One crappy city with really high unrest, a main city that has little growth or
Really nice post Smokefish! Agree with you too. Sincerely ~ Kongdej
Seen that too, pain in the... .... Pancake? Yea that's what I meant to say. Sincerely ~ Kongdej
[quote who="GFireflyE" reply="3" id="3233518"] [Suggestion] Would like to see resources associated with an outpost INSTEAD of being associated with what the GAME believes to be the closest city. Then, would like to be able to CHOOSE which city the outpost is associated with. [Question] Can you ‘push’ opponents cultural borders by building outposts along side in an attempt to obtain nearby resources still? Or has that been eliminated since 0.952? [Balance
[quote who="GFireflyE" reply="8" id="3233949"] Quoting Kongdej, reply 6I would prefer if you would categorize them and list them under bugs, suggestions and balance Nice work though, its a bit too cluttered for poor ol' me Sincerely ~ Kongdej Sorry...kinda just wrote it chronologically as I played the game. I'll take what I have and reorganize them for you.[/quote] Oh thanks, my silly head can much better read this! Sin
[quote who="Frogboy" reply="21" id="3233977"]I can tell you, as the AI guy, it loses a lot of cities and pioneers and outposts each game.'[/quote] Meaby the sad thing is people still feel under pressure even though the AI loses cities, I don't mind ATM though ^_^ They keep off the hero-focus tactic and I can win every game :P Sincerely ~ Kongdej
[quote who="Flohaxn" reply="1" id="3233978"]You proably have a path selected for the active unit, after end turn it of course switches to the next unit that doesnt have a standing order .. but yeah, i dont like that either.[/quote] Well I specifically told it not to do it, and it still does, so thats the thing that puzzles me, I know my playstyle is kind of chaotic :D Sincerely ~ Kongdej
[quote who="parrottmath" reply="1" id="3233803"]The typo is the "...Research produced by in all your cities..." Should say "...Research produced by all you cities..." I post this because it took me awhile to find it. Good catch on the typo.[/quote] Its not a catch on a typo, although there is a typo, try reading again ;) Sincerely ~ Kongdej
I wonder why my post ended up in the modding forum though, that was a mistake O_o This forum is so weird sometimes Sincerely ~ Kongdej
I would really like to be able to see Crit modifier somewhere in the stats screen, when playing as an assassin class hero, you will have different bonuses to this value, but you will never really know the true value unless you do endless head-counting. Instead I would prefer if you would put in a Modifier to show it somewhere, even if its hidden in the critical chance description. Sincerely ~ Kongdej
[quote who="Gaunathor" reply="1" id="3233771"]This is due to the order in which all players move. First the AI, then the human player. When you cast the spell, the AI has already made it's move for this turn. This means, that the spell has no effect in this turn, but it still counts against the duration of the spell. The next turn works as expected and the AI is free to go at the beginning of the third turn. In essence, you prevent the AI from moving for only one turn.[/quote] Wha
lol at the big black square :D Sincerely ~ Kongdej
[quote who="Emperorjarin" reply="28" id="3233300"]Personally, I think trained units can be upgraded just fine, other than group size and trinket equips. Giving them attack and defense bonuses on top of their equipment upgrades is a bit too much, IMO.[/quote] It all depends on the numbers, I would never give trained units more than +1 attack per 4-5 levels since they shouldnt get a lot more attack, but again high level combats feel silly since they are going to take forever with
[quote who="sratner" reply="2" id="3233735"]I don't think these enchantments are over the top, at least not in this case. They make for a nice strategic choice, actually: on the one hand, I get some awesome mages; on the other, I sacrifice a fair bit of research and mana income, the mages take much longer to train, and they miss out on fortress accuracy bonuses. I also have to micro-manage the enchantments, so these mages are far from hassle-free. Three-essence spots
Was playing around and noticed an air elemental up on a mountain... Oh cool they fly now right... Takes a closer look, obviously they don't only fly, they carry all they're shrill friends while doing it :) Sincerely ~ Kongdej
I have been trying to say the the essence based enchantments are nuts for a while ^_^ Sincerely ~ Kongdej
I noticed it is the armies of the "Crystal Crag".. or whatever that wildland is called. Edit: The Bhinadmi Fissure is the wildland which most all of the guardians will never stand guard. Sincerely ~ Kongdej