I don't think it's a pure split i think people are overlooking base xp calculation as in 2 heroes being considered stronger than 1 regardless of level by the game and thus getting less xp for winning encounters ? Has anyone looked into that ? Also the xp split is a knee jerk reaction to the super stacks of heroes people used to run around with in FE real problem was the fact those stacks had 12-13 movement points and could engage in multiple combats per turn (because of
profane69
[quote who="Trojasmic" reply="10" id="3342445"] Ask yourself why you think heroes need more experience? Is it so that you can have one hero achieve all skills of a particular occupation? Well that's not the point. The point is that you're supposed to make tough choices. Do you want your Assassin to specialize in critical strike or dodge? Not both. If you try both, he's going to be mediocre at both. Do you want your command
This is one reason i always get Warhorses for my custom factions, the bazaar and the monster immune caravans are just frosting on that cake.
Sorcery in the mage tech tree gives Destiny's Insight 25xp for 200 mana, thats alot of mana to get to lvl 45 but very much doable on huge maps. However the spellbook ui makes it extremely annoying to cast it repeatedly :S
I always make my first city a town and choose all town upgrades in it for max cash cause the caravan income benefits from it making it a really good cashmachine, the first 3/3/3 i find is usually my fort for unit construction and since i always pick the enchanters in my custom faction i have 4 essences for +4 init/def/health/fire attack bonuses to all units made in it. As for power i generally go over the comp and stay there just from my hero stacks and city garrisons, perhaps you are
I think it it is tied to difficulty settings and garrison strength along with random but, in my experience on lower difficulties you are more likely to see monsters not attacking ai settlements and units. Basically on easy monster difficulty the monsters don't attack your cities, perhaps there is a modifier to the random chance that makes the monsters less likely to attack the ai thus on normal the ai might still have the easy ruleset while challenging would cause the monsters to
[quote who="Sanati" reply="3" id="3338846"] Monsters go after AI cities and armies just as much as players (unless they are Tarth), I've had AIs wiped out completely by monsters. It's just pioneers that are probably still ignored.[/quote] I believe that changes based on difficulty settings, i have seen Magnar clean out Morians place and settle it without killing any stacks and without having his cities destroyed on normal/normal but right now playing challenging/challeng
Basically i was killing stronger stacks with ease then ran into a stack that was the same strength but had 3 wildling shamans i think it was that cast fire attacks that hit all your units, basically my entire army was half dead by the time i got to move so i chose to use the escape item, problem is that on ai turn the ai stack attacks me so my army without escape got wiped out. That makes the item pointless. And it does have text saying it will teleport to the capital, if that is
I think it would be nice if they classed each type of hero into caster/fighter/leader with mages being casters rogues and warriors being fighters and defenders and commanders being leaders then allowing you to have one of each type in a stack without xp penalty but applying full penalty to all heroes if you have more than one of any type. That should alleviate the problem with stacking multiple army buffing heroes resulting in silly stats while still letting you run around with severa
[quote who="Trojasmic" reply="15" id="3337285"] Dear BeastMastering Doublestrikers, I'd like to you to say hello to my little friends. They are Warg Riding Ice Mages built in a Strike Garrison. Fire! Pop. Fire! Pop. Fire! Pop. Your turn.[/quote] It's not like i can't meet your little friends with warg riding archers built in a Strike Garrison that also have double strike, mmm wonder how high one could get the init
Why not when you can have both Beastmaster and double strike.
Would be even nicer if there was some low tech alternative for early gameplay, i am sure it would reduce the reloading for many people :Þ
[quote who="ben_sphynx" reply="2" id="3333781"] There an amount of xp determined by the monster strength and your party strength - call it x. If you have no heroes, each unit gets x/2, and henchmen get x each. If you have one hero, that hero gets x, henchmen get x each, and non hero units get x/2 If you have more than one hero, the heroes and henchmen get x/(number of heroes), and non hero units get x/((number of heroes)) The
Double strike is not balanced, and its not like the ai builds specific counters to it. In my opinion its on the same level as cleave and impale and should be the sword special ability. As a faction ability its completely on a different level than the other abilities. I made a custom faction with double strike and luck and i have yet to see a SINGLE miss.
So basically i run into a stack that's nastier than expected use the scroll to escape except it only ends the combat and during ai turn my stack gets attacked by the ai stack i just escaped from. Tried loading up and using the scroll again and same thing happened, since initiating combat zeros your movement points the point of escape without actually getting away is nil.
I had another wierd defense experience, had 3 units in my border city and it got attacked by several stacks. First stack fights the garrison+3 units and gets utterly destroyed, second stack attacks in the same turn and only has to fight the 3 units .... no garrison and i lost it. I retook it shortly afterwards and also did not face any garrison, issue disappeared once i reloaded.
Double strike + luck = Double damage units, use spears or axes for the melee and the fight is generally over by the time you have used your unit abilities. As for unrest just get an extra fort with lots of food early and focus on growing it to get prison and that throne for the -40% unrest empire wide.
Playing with Dense and challenging monsters, created my own tarth faction with luck. Basically i make spearmen in my fort and have 1 hero in each stack impaling/double striking everything to death. With luck i almost never miss on the double strike, kinda op compared to other abilities tbh. Research is on epic so i have only got the base techs so far :P
Kinda hilarious how crappy the lvl1 ashwake dragon you get from the quest is compared.... that quest dragon really should be same level as those camp versions. He might be stronger but if he dies he wont respawn.
Perhaps let heroes construct outposts for gold and any upgrades would cost gold but either be instantly completed or let the outpost construct the improvement by itself (fixed building times for each upgrade)
[quote who="MGoods" reply="4" id="3334183"] Might I suggest making fortresses if you are planning to conquor everything in sight? Not for the production or the unit bonuses, but for the building at level 4 that gives -10% unrest in all cities, and the one at level 5 that gives -30% unrest in all cities. I like that the unrest penalty means that building a few fortresses early on actually becomes a reasonable strategy instead of a waste of the city that could have been a town o
Playing on normal/normal Magnar loots all the nests in the nature epic area without touching the monsters that are all wandering around and then proceeds to settle it without clearing it, all i can do is just watch because if i get near it mr Morian of the summer shows up with his army to greet the new neighbors. Went to war with Magnar and grabbed those cities only to have them destroyed a couple of turns later, felt a bit better after i crushed magnar and then made him my pet.