[quote who="Heavenfall" reply="15" id="3219766"]3. No scripting for modding[/quote] I might need to make room on my list for this one. It's a rather glaring gap in FE's modding capabilities.
Madcatter
You forgot Tutelage at Air 2. Air is one of the most powerful schools currently despite the lack of a decent direct damage spell (which isn't random). Right off you get some of the most important spells in the game: Evasion and Haste. These can last you throughout. T2 you get Aura of Grace, which is an incredible city enchantment for warcenters, Tutelage which is incredible for leveling, and another +Dodge spell which would be better if ranged attacks weren't so
So an idea just popped into my head concerning City Enchants but... How about Enchants that increase with City Level? That would not only solve something uninspiring buffs by allowing them to improve later on, but also help alleviate some of the number of cities vs. high quality cities issue. e.g. Inspiration on a Level 1 City grants +1 Research per turn, on Level 2 City grants +2 Research per turn, etc. Not all effects should be multiplicative, especially for something like Sovereign's C
[quote who="ddd888" reply="5" id="3219444"]i dont get them 1 champions has 100 dmg he attacks 1 pack with 10 creatures with 10 hp each each attack deal only 10 dmg and kill just 1 creature?[/quote] Yes. Basically, your hero can only cut down a single person at a time unless they had a special ability to mow down waves of warriors. I'm not sure of the specifics behind the OP's visi
[quote who="jshores" reply="2" id="3178918"]Would it be a simple matter of creating booleans like "Is_Monk = 1" and then for example, have passing a turn modify dodge as follows "5 * Is_Monk" on down the list to capture all the abilities you want affected for different classes/unit types by passing a turn?[/quote] Wait, we can create our own variables? Interesting find by the way. As old as it is.
[quote who="ddd888" reply="2" id="3219395"]lol absolutely not already spells hitting multiple is too much and is not so fantastic mechanic, even traits for melee??? they are op as they are maybe id consider it ONLY for dragons and bosses[/quote] You misunderstand. The NORMAL limit would be 1 unit (such as Champions) can kill ONE UNIT in a group, not something like Overpower. It's something I suggested as well and it
I killed Morian and there were still visual artifacts of the swamp in the new fertile land. This was annoying when I discovered my rivers weren't actually rivers and simply models that weren't cleaned up properly. No piers for me. All around, lots of bugs involving this Wildland.
[quote who="Supreme Shogun" reply="3" id="3219036"]Re: Enmity - actually according to the xml, kingdoms are races of men and empires are fallen. (See CoreRaceConfigs.xml ) I already see it as kingdoms vs empires. Maybe its not apparent to those not looking at the code. Or could just be worded better.[/quote] Not quite. According to a post by Frogboy back in the last Beta, the Krax are Human while Ironeers are Fallen.
Like: 1. The mix between RPG and Grand Strategy 2. Being able to customize pretty much everything 3. Resources and world map improvements Dislike: 1. The balance of armies such as between Soldier and Champion. Multiplying attack means late game armies are extremely lethal but early game they're almost entirely useless compared to heroes. Monsters from the later techs are also rather useless once you obtain them. <p
[quote who="UmbralAngel" reply="5" id="3219060"]Most of these would not be suitable as quest rewards since they effect all players if I am not mistaken.[/quote] This would be a shame, as it has a lot more potential if it can be localized. Certain units get extra slots, some factions have higher city maintenance, etc.
He does. And possibly he could spawn waves of Ophidians from the edges of the crevice if he wouldn't be able to make an attack, although they'd need to have their XP disabled to avoid being farmed. He just doesn't feel particularly epic for an Elemental Lord. I defeated him using the same method as the OP back in Beta 3 and combined with regeneration there's just not much he can do against you.
I think things have slightly improved although pushing that further wouldn't hurt. I'm going to suggest something I did before: a unit should only be able to kill as many members in the target unit as their own number using standard attacks (i.e. Champions can only kill one person in the group at a time). Certain special abilities and spells should be an exception, as obviously something like Overpower should be able to wipe out armies. Likewise, perhaps a few s
Avarice, Meditation, Inspiration, and Sovereign's Call. Just up the first three by +1 each should be at least decent, and make Sovereign's +1 Growth without penalty. They only got crazy due to being able to multiply (especially with Oracle/Scrying Pool), but they need to be at least decent enough to justify the slot (and Essence mechanics) now. Either that or switch to a percentage boost so Essence can contribute more during the late game, because if we're w
I wouldn't be opposed although some of these seem rather weak. The +1 X from Enchanted Hammers or Nature's Bounty seems spot on to me though with regards to opportunity cost.
I think the issue they wanted to avoid by switching from pop->production is how it devalues materials and made it so that you wouldn't really need to care about the place you settle. Personally, I think they should try to go back to the older system and perhaps try to implement an exponential increase in production based on materials multiplied by population and a percentage of production value. i.e. Go back to the 0.01 production (or whatever it was) per population but also have eithe
*cough* [quote]The AI will surrender immediately after declaring war.[/quote] Pff, that was included in 0.95
[quote who="Frogboy" reply="27" id="3218650"]Here's a craptastic screenshot of the tile editor. You use this to make goodie huts and quest locations and other special things that you want on the map. [/quote] Me likey
[quote who="edonilmacharius" reply="11" id="3218541"]I've played two games to completion, and found that the AI just can't keep up with properly designed units. I tend to run a lot of cavalry units for the map bonuses, and by the time I hit late game, I'm just unstoppable. The only thing the AI can do, and it's getting annoying honestly, is start spamming formations, which means I need to kill 6 or 7 separate armies, none of which do anything to slow me down beyond needing to
I'd really like something similar to minor civs from Civ5 if it was setting appropriate. However, I'm with Kongdej in that I don't see this particularly fitting the post-apoc phase. Maybe in the next title if FE is a success?
[quote who="mfrast" reply="44" id="3218001"]How about a random event where one of yours or the AI army (or hero) defects from one side to the other while your at war. That could really get you pissed off.[/quote] I'm not opposed to events based on power levels but this one is very very bad for this game. Yes, it would tick the player off when their champions desert for no real reason. With a loyalty mechanic which can be controlled sure, but just out of the blue? Th
Check the Techs you can research. There are those which increase Group Size Options (when building) but also those which increase maximum army size.
[quote who="Eldorad" reply="2" id="3217949"] Quoting Madcatter, reply 1This is a bug? iirc it's in the XML files that Ogre Lairs produce quite a bit of Essence much like shards do. Seems to be intended. Hmm... might be the case but doesn't make sense... right? Ogres are not naturally magically. I thought they mostly lived in their own dung.[/quote] One of the blurbs I ran across (I think it was on the Mastery Quest) explained that the
[quote who="Bellack" reply="37" id="3217947"]I hope that you guys will be releasing an editor that will make this even easier for those of us who are not programmers.[/quote] Eh? Modding XML tags isn't hard at all. You don't even need to worry about game logic, managing memory, or any of those really annoying things actual programmers do.
Speaking of events, I was thinking about FFH and its Apocalypse Counter recently, and I thought it'd be rather interesting if Spells or even research Tech could trigger new events (such as new Factions appearing? Too much to hope for?) And on another note... Does anyone else read the title of this thread with the sound of a shotgun being reloaded? "I've got your random events right here..." *ch-chk*
Without seeing how you're playing I can't really tell what you're doing wrong, but here is my quick start guide: Always settle a spot with 2 Essence at the start. Higher Materials are preferable to Grain, but it isn't strictly necessary. Always cast Inspiration on your city the first thing you do. If you don't have Meditation nor plan to do a magic strategy start, cast Sovereign's Call. EDIT: But replace it once you hit pop ca