SBFMadDjinn

SBFMadDjinn

Joined Member # 4875248
8 Posts 163 Replies 629 Reputation

[quote who="schattenjaeger" reply="18" id="3337046"] Skeletons have WAY too much armor. To the point where you need mages or a swarm of ranged units to take them down. (Because they also do too much damage to risk taking in melee when it's early game and you're poor. Oh, and don't HAVE mages yet because they're too far up the Magic tree.)[/quote] packs of scouts seem to work due to the swarm bonuses. I recently had a scout do 110 dama

20 Replies 16,757 Views

Hey hey! This is an expansion... just saying. otherwise, it's actually nice that there are extra base faction set ups, as you aren't just diverging from the core few factions. It'd be nice if they even went so far as to add a few more to play with. It gives a bit more variety to the replay.

7 Replies 8,830 Views

[quote who="SCampb29" reply="12" id="3335984"] To some extent having it early can make the game more interesting; it recently forced me to go to war with a power I really wanted to wait longer on when I saw the towers going up. [/quote] the only problem with that thought line is that 'early' = game over faster and if the AI didn't defend itself well, then any SoM attempts get slaughtered early. For a game with 1000 turns, h

32 Replies 96,707 Views

[quote who="ulysses_31" reply="10" id="3335840"] Yes it's simple, obvious and easy to change - yet it has remained this way for at least 1/2 a year. The only logical conclusion is that it is intended this way. Unfortunately there are several other similar balance issues.[/quote] Well, it's been this way from the beginning, but they only recently (give or take) made the AI actually go for it. So it's a recent change to the AI that requires a bit o

32 Replies 96,707 Views

[quote who="Supreme Shogun" reply="6" id="3335780"] I said this before and got hammered. Lol. Anyways I still agree. It should either get moved farther back, cost more or both. [/quote] it's simple, obvious, and easy to change if it doesn't get the required balance expected. Especially now in a beta where they can just shift it around and not worry much about it.

32 Replies 96,707 Views

[quote who="parrottmath" reply="85" id="3335445"] Quoting SBFMadDjinn, reply 84 One last thought is that some of the upgrades would be nice, if they actually worked. I'm not sure the warden works on enough mobs, especially in LE, given that I rushed a warden on an Arcane Monolith next to a wildlands area, and all that seemed to do was draw the mobs out of the wildlands and into the outpost area. The warden specifically doesn't

155 Replies 131,003 Views

One last thought is that some of the upgrades would be nice, if they actually worked. I'm not sure the warden works on enough mobs, especially in LE, given that I rushed a warden on an Arcane Monolith next to a wildlands area, and all that seemed to do was draw the mobs out of the wildlands and into the outpost area.

155 Replies 131,003 Views

yeah, maul needs a bit of work. the suggestions above are a decent way to get it back in balance. Start with 'you can't maul anything bigger than you', then add 'can't maul anything that can't be knocked prone'. The above means getting to horses for units, but that should more than cover it for the early game. After that, a damage reduction per maul strike (% damage lost/strike) can wo

44 Replies 207,253 Views

Since this affects both fe and fe lh, maybe we can fix it for both. The spell of mastery tech comes too early in the magic tech tree. A lot of AIs just head there and build the towers, rather than spend the gold/iron/crystal on units or something's else. They also don't actually try for the VC much. My thought on this is to move the spell mastery tech back past the third book of the magi to ensure there's less 'casual&#

32 Replies 96,707 Views

And Slavelords lets you take those bandits and ruffians, etc and convert them to pioneers. etc There are some 'poor' choices, but these aren't really that OP. Wealthy runs out. What is likely more unbalancing is getting the free archer group and the sand golem (wolf also, but it's a glass cannon). get those free units and you don't need an army.

24 Replies 28,738 Views

I think something might be broken in the Broken Loyalties code. I had a game where I literally just met the Kraxis during the AI turn, they declared war on me and used the spell to take my capital away from me (also my only city due to the vast wasteland of desert/swamp around me) - all on their turn. There were no units or anything around my city. I'm reasonably sure that my scout found them, rather than they found my city. so thi

12 Replies 11,446 Views

I'd go a step further to suggest that the tactical map 'look and feel' should not obscure any tile that a unit can be on. It is quite annoying to have those trees on the left cover a few tiles, so that you can't see units there.

1 Replies 9,157 Views

mass spam arcane monolith... most used strategic layer spell. Especially since you can spam it around someones borders to 'push' them back and grab their resources.

21 Replies 16,442 Views

Hightowers when I'm not using Arcane Monoliths, or just need that 1 more tile to get a resource. A hightower/stable super highway is very useful in a larger empire, especially when you don't have mounted units. Warden... could be nicer, but the hammers to invest seem a bit much to want to use it. Consulate - definitely around fortresses as they have the production to be able to build them fast enough. <

155 Replies 131,003 Views

If you missed the live stream, here's the two videos: [video]http://youtu.be/q8PtXvDT78g[/video] [video]http://youtu.be/r1IaRKGt6qk[/video] For the most part everything ran fine on Ridiculous large map settings with all of the standard faction AIs. some minor issues (already posted elsewhere): Custom Faction -- Sovereign icon picture doesn't include

4 Replies 15,569 Views

[quote who="Mhantra" reply="33" id="3333573"] Quoting SBFMadDjinn, reply 32" x x x x o o o Above, the two enemy 'o' on the right side would be swarmed. " I would suggest that only the one o on the right side can be swarmed, if we were going that direction vis a vis changing swarm. <b

37 Replies 173,826 Views

" x x x x o o o Above, the two enemy 'o' on the right side would be swarmed. " I would suggest that only the one o on the right side can be swarmed, if we were going that direction vis a vis changing swarm.

37 Replies 173,826 Views

[quote who="Mhantra" reply="6" id="3333556"] Great stuff! I found that Kraxis defintiely couldn't get both empire and kingdom heroes like they should, but I don't know about being underpowered. that fortify skill is absolutely ridiculous when used to make combat lines to counter and engage swarm fighting. 4 abreast with fortify is powerful, powerful stuff.[/quote] it is still a pretty nice perk, given that you can have anyone switch

30 Replies 139,670 Views

each of those types of 'idle process' output should be changed. I haven't checked yet, but the idling of conclaves used to give excess research, whereas now you're supposed to 'produce' it.

2 Replies 5,218 Views

One thing I was wondering is if the Kingdom and Empire summoning/spell powers were balanced. An empire summoner gets raise skeleton army and Horrific Wail pretty fast, and a Kingdom summoner gets a wisp.

6 Replies 42,826 Views

[quote who="Derek Paxton" reply="8" id="3333216"] The last thing I'd say, and it's to your point (and the reason I suspect you want larger yields) is that its just cool to come across that rare instance of a location with significantly higher yields, just the excitement and desire to get a super city there. I like that idea, and I want those moments too. It just needs to be balanced with the above. [/quote] This is why you

26 Replies 33,465 Views

Definitely agree. IF we're going to be able to force a choice of 'get out or DoW' then the 'get out' part should stick for more than the one turn, or the one army.

28 Replies 102,793 Views