as tattyhat said!
Xerberus86
oh already made an airjum out of joy....version 9.15 was released some weeks ago! just look in the FE Beta subforum and you see many backdating threads and posts about it! but yeah...there are some prette great improvements....but in my opinion they should add a little bit more variety to the factions (as they already hinted in the changelog...i think :)). one special unit and one faction ability on the paper are interesting but not uber-great differentiations....but the
i would also like to be able to recruit more creatures, afterall it's a fantas game :).
hmm...i was also offered over 900 gold from magnar for the "tribute" treaty, but magnar was on the top of the ranking list and i was second.
lol...thanks for posting this...i was about to post a bug report about editing the henchmen and trading with them. i lost 2 good horses to them -.-'. that should have been DEFINITELY communicated! hmm....my bug i had, while creating a new henchmen with the editor, that the created unit didn't show in the recruitment list.
yes, cities should have definitely more defensive buildings / measures. maybe some kind of towers or increased number and/or strength or militias. i also loved the city battle mechanis from AoW:SM, where building a wall (wood/stone) actually gave you a wall in the city battle, were non-flying units needed to destroy a part of the wall (or a gate) first, before entering the inner tiles.
custom factions can be atm in general too powerful!!! as it stands now, we can create a custom faction with TWO OP-Abilities (like masterscouts and henchman for example)!
hi everyone, sometimes when you beat a splintered monster from a bigger monster group, their lair shows a loot icon (and probably spawn loot). in my last / momental play, sometimes when you beat the monster group, their leave no loot.
i think for tarth and their special ability monsters shouldn't even randomly destroy their outposts or improvements...afterall they should have the ability to build their empire next to the monsters. when monsters still could randomly destroy their outposts or improvements, this faction ability would be much less effective.
i don't intend to have 8 or 10 champions, they should still be low in numbers, but 4 champions would be nice to have. now we have different carrier paths like assasin, warrior, defender or mage....i would like to have at least each one of them...or at least 3 different champions^^. monster respawn and quest respawn would be good for leveling the troops (both players and ai) and to have something to do when you're not at war with somebody. maybe make respaw
hi guys (& girls), one think i liked about E:MoM was the respawns of the monsters, quests and champions. could we have something similiar? i already read some posts in different categories, commenting the same request. until now i usually got only one or two champions, where the other npc factions seems to have at least 3 or 4 of them. it wouldn't break the lore either, that we could respawns of different kinds, because there are always monsters to kill, quests to attend and wandering
thank you very much!!! i just asked, because i read a post from a user where he said, that after x count of turns the game quickly ended (he turtled with his empire) and was wondering why. the answer was the reference to the season limit...and because of that my post :). ^^i'm happy now to have this clarified^^. EDIT: ok...i edited my threat title...don't want other users to have an heart attack^^
hi everybody, could we somehow get the option to disable the season limit? maybe add the function for an endless play? i have read many posts were user signal, that they prefer a very slowly paced game. I for myself like to take my time and grow my empire without to watch a ticking clock. what is your viewpoint of this? thanks!