Wildland monsters kept everyone super weak so that even with 4 cities you were still bigger than anyone else.
rvgr
I noticed it through observation.
[quote who="EddyGamerLP" reply="7" id="3276879"]That doesn't make any sense as far as the price goes. In my current playthrough there are two level 7 heroes I can recruit. One is in an army with 2 mirror elementals (pretty weak units) and cost almost 500 gildars to recruit. The other one comes with a very powerful lvl 4 Slag (the slag is a lot more powerful than the lvl 7 heroes it is with) and I need almost 1700 gildars to recruit that champion. &nb
[quote quoting="post"] So I've been working diligently to "clear the corrupted tiles" in a nearby wildland. I finally killed every last monster in the wildland, including the big baddy itself. And then nothing happens! How do you complete this quest? [/quote] If you're talking about the swamp wildland, it has at least one lair that is very difficult to spot. It looks just like a regular swamp tile, but if you hover your mouse
[quote who="Mastil" reply="16" id="3276602"] So, yeah... All that Mancers as a race actually have going for them are that +1 accuracy/level bonus, and the ability to build roads (pionneers automatically get it, and you can also add it to your custom troops. That is, if you are ready to sacrifice one of your three perk slots for that...). And that's it. Still not as bad as the Wraiths, but I would see them more in the "gimps" than the "average joes" category.[/quote] Interesti
This would be neat if you disable victories by the Master Quest and the Spell of Making respectively, i.e. achieving these would give you a huge boon but you still gotta win either through allliances or conquest.
[quote who="Grizzyloins" reply="6" id="3276518"]penalties start at 40% weight, was thinkin maybe get a +1 init bonus if under 20, then another at 10, and another at 0?[/quote] I like this. Make it worthwhile to have a pure mage wearing robes rather than being clad in plate armor from head to toe.
[quote who="Tasunke" reply="12" id="3276483"]Hmm ... if you focus on race ONLY, and not special units attached to that race (ie Golems, Slaves, Juggernaughts, Henchmen) ... I think it could work! [/quote] It'll have to be this way, since Golems, Juggs and Henchmen require research anyway.
I have the opposite problem: I have music permanently disabled and when I load a savegame, music begins to play out of the blue until the game is fully loaded. Sounds like a flag in the somewhere in the program code needs to be flipped.
[quote who="NanakoAC" reply="11" id="3276301"]i don't agree with most people's assessment of pariden. their spellbooks are hugely advantageous, and their ability to summon outposts for a mere 50 mana is incredible. Their staffs also make decent early/mid units, and you can get some nice initiative bonuses from stacking air mana.[/quote] I think most people have a problem with the Amarian race rather than the Pariden faction. As you mentioned, the Spellbooks and Arcane Outposts
[quote who="Kalin" reply="8" id="3275079"]Mancers just suck, because accuracy is easy to get elsewhere and wargs are usually better than horses (it's the dodge). I'd rate them dead last, AFTER Wraiths.[/quote] I'm not sure I get it: how are Mancers worse?
For variety's sake and such. It would simply remove Horse Riding and Warg Riding from the research tree.
The faction traits should change according to which faction currently owns the city, but the race should be the one that originally settled it. I understand that it means that unit design would be tied to cities rather than factions, but at the same time having cities of multiple races in the same faction would add a lot of depth to the game. An option to switch the city to the race of the sovereign would nicely round out the whole idea.
Yes. Taking a city should be difficult, extremely difficult for anything less than a full stack of troops. The advantage should be squarely with the defender. On the other hand, the attackers should have the option of sieging a city and starving it into submission after X number of seasons (similar to how it's done in the Total War games).
Perhaps the best way to balance the Wraiths would be to give them a 10% tactical spell casting discount. They can remain as fragile as they are today, but their Sovs and Champs will suddenly have a very specific niche: spellcasting glass cannon. Then there would actually be a reason to make a custom faction featuring Wraiths.
This does highlight one problem with FE: by the time the high level techs like catapults become available, the game is usually over. All those fancy end of line techs usually appear too late to make much of a difference.
This would be great for spellcasters who sacrifice everything for raw magic power.
[quote who="fargol54" reply="12" id="3275698"]I would love to see "Survive for X turns" option. I tend to like "turtling" but it's terrible strategy in a game where the AI is just going to steamroll you with the stacks of doom. And virtually every RTS game ever made usually demands you zerg the AI before he zergs you. I don't find that fun in the least, but I will admit FE doesn't do it as "in your face" as other RTS's.[/quote] In FE y
[quote quoting="post"] I've played several games so far, and I keep on experiencing deja-vu. Then it hit me. It's the stack of doom. In almost every game, an AI player sends wave after wave of stacks of doom at my cities until they fall. Talk about one dimentional/sigle minded gameplay.[/quote] The A.I. plays to win and it won. That's great. Why would it change its strategy if it can win with the current one? [quote
Agreed. Waerloga in his current incarnation is a wuss.
Or does it only affect the chance to resist a spell?
[quote who="willie sanderson" reply="1" id="3275047"]Ask not what your developer can do for you, but what YOU can do for your developer. [/quote] I already know what I can do for the developer: I can buy their stuff. They gotta make it first though.
Awesome! Thanks!
Both on the tactical and the strategic map. This is a 3D game, right? It doesn't feel like a 3D game right now. Those of us with higher end machines should be able to experience the game in its full 3D glory, so bring on the camera rotation.
[quote who="Vallu751" reply="11" id="3274958"]...therefore assassins are not de facto best mages.[/quote] Indeed. Assassins are most definitely not the best mages. Mages happen to be the best mages. The combination of Sustained high damage and low spell cost beats the crits by a country mile.