Thank you. The strain that decades of computer use has had on my eyes is really bad, and I am always looking for ways to diminish it.
cardinaldirection
They don't need to die so much as they need to be able to be lost, unavailable, or managing affairs from home base. Eventual death would just provoke a stronger attachment to them from the player as well. I really like the idea of champions being able to enter a city's queue for one reason or another.
[quote who="Kongdej" reply="2" id="3241631"] Meaby instead of just automatically ressurecting champions, they get sent to the hospital, and cities need to spend production to heal them? They still suffer a wound, but this would tie them more into the city mechanics, instead of being a "seperate game" [/quote] [quote who="Heavenfall" reply="3" id="3241637"]One very simple "fix" is to increase the recuperation time for heroes when they do fall. Not only are
[quote who="bbr91" reply="12" id="3241544"] One other workaround, is decreasing the zoom level at which the cloth maps kicks in, so that way you can only see 3D when really close, when there's less stuff on the screen to be rendered. But this makes the 3D mode even more useless...[/quote] ^This can be huge, and highly recommend it be dynamically set based on the users' machine specs (as well as manually configurable). Then give my 32-
[quote who="Mistwraithe" reply="9" id="3241402"]Actually it occurs to me that maybe the Altar I was watching DOES have the scout ability if it is a custom faction I made ages ago and then forgot about (as I said above there are two Altar factions in the current game). I'll have to check if I get time to start FE again this week... assuming I can check, it doesn't seem easy to find out a good list of faction info.[/quote] Any custom factions, sovs, and
Champions are in need of nothing because they are immortal; and as re-spawn points any city is already able to produce them on day one. If they could be lost like cities, towns and armies would be constructed to support their endeavours.
[quote who="taltamir" reply="101" id="3241372"] 99% of the investment in troops is the research costs of the technologies they need, and the cost of making a city have high production, the cost of constructing a fortress with all buildings, and the cost of building and acquiring mines. If your troops die you don't lose any of that, you can just churn out more troops from your city of equal power to that first one. You do raise a good point about the immortality
[quote]4. Entering a text, and then selecting a crest erases all you have typed in so far.[/quote] I've found that a few other buttons around the faction creation interface also reset the summary.
Agree with the first point, disagree with the second. Obsolescence in this case can easily be remedied via balance. However randomness is not an issue, it is a strategist's greatest foe. Specializing in fire magic because one discovers 5 fire shards is just wise. [quote quoting="post"] it's hard to predict what sort of power the player will have access to during a typical encounter. [/quote] Not really.
Works here as well.
[quote who="Replicators" reply="10" id="3241213"] *snip[/quote] Just make them mortal .
taltamir, I agree the main issue is that troops feel much more valuable than champions, but I do not believe it is due to the fact that they require a different sort of investment. The main reason I protect my troops is not because of the time and resources it took to make them, but because those investments can die and be permanently lost. On the other hand, champions are relatively immortal, permanent additions to a player's roster once hired. They also require
[e digicons]k1[/e] Please!
This can be corrected via the first 5 or 6 number keys, or using the mouse to manually adjust the camera.
[quote who="sweatyboatman" reply="3" id="3240817"] But heroes are not just another unit type. They are the focus of the game. [/quote] To my understanding this is a strategy game with rpg elements, not the other way around. I could be wrong though?
[quote]3) Terrain Spells (like making a region wintery and slowed movement)[/quote] [e digicons]k6[/e] I have not been able to figure out why large weather spells are not littering the cloth map. Terraforming is one of the most fun yet underdeveloped aspects to the game. [quote]4) Add underground world layer. Have cave entrances here and there that allow units to move under ground and a separate cloth map. Underground world would have the meanest monsters allow un
[quote who="Kongdej" reply="16" id="3240763"] just no Meaby trained units could gain ½ an xp every turn they are stationed in a fortress, but I like the idea of XP actually having to be earned. Sincerely ~ Kongdej[/quote] I meant monsters too, the world would get progressively more dangerous along with the players: everything growing; additional xp earned as usual.
All units in the entire game should gain .5 xp every turn. [e digicons]B)[/e]
[quote who="Velihopea" reply="124" id="3240605"]Newbie view, 28 hours played total, 8 hours with latest patch. Few things that I find might need some change 1) Cannot upgrade number of troops in a unit as tech unlocks become available. Pretty annoying as it takes some of the motivation to level up units and thus takes away from one key experiences of rpg's IMO. 2) Units that level up should be listed in the battle info log after the battle. 3) Lighly armor
Currently it is not possible, although I believe a fix is in store. Edit: Whoops, just saw the other thread.
Regarding Frogboy's OP: a champion's superhuman actions are only half of the reason they may come to be considered an epic legend, the other is their eventual death . Champions are just troops - yet being both immortal, and relatively permanent additions to a player's roster once hired, actually has the unintended and inverse effects of not only making other trained troops seem entirely optional and unimpo
OP edited for clarity as much as possible.
[quote who="Jam3" reply="28" id="3240545"] That is probably THE core problem with the game at the moment. The player himself can have a unit selected hit end turn and move that unit fast enough to ALWAYS avoid monster attacks, the ai gets to do this with every unit. This is the largest single fundamental flaw with the game. If turns are truly to be done simultaneously then your going to have to put in some serious movement prediction to get an interception. I vote yo
[quote]Is there a problem with the random treasure generator? 3 of my first 5 treasures were hate stones.[/quote] I've run into this as well, even saving and restarting at times in order to re-roll the dice. Something does seem to be amiss.
[quote who="seanw3" reply="24" id="3240450"]They could move at the same time fine if every time they went into the same tile, an attack is queued. It would have to be any attempt at the same tile, not who ends on the same tile, lest we end up with a Schrodinger's Cat situation. [/quote] No they cannot. This game is turn based so timing is everything - WHEN each unit actually moves on and off each tile is extremely important, especially to the AI