Mtrixis

Mtrixis

Joined Member # 605627
148 Posts 294 Replies 1,136 Reputation
Reply to Prestige Bug in FE Beta

If you have a ton of cities, your prestige is spread, and because high grain only helps once you're at the cap, it's going to take a long time to get there because your growth is slow. High grain does exactly nothing until then. Even with prestige it still takes awhile to reach higher levels. High materials are very useful immediately, both for building early game armies, and for rapidly developing a city to its current size cap. Again, that's the whole point of th

15 Replies 8,138 Views

In the mid-late game, just about every large city I run into has a Guardian Statue defender - it'd be cool if each race had it's own variation on the 'Guardian Statue' building/unit. Some design space to explore, not a big deal.

0 Replies 1,276 Views

I can't express how much I wouldn't want this. Playing sim city with every city in a large game would be a total nightmare, and that's ignoring how the AI would handle building up cities that it conquered/you took from it.

11 Replies 9,412 Views
Reply to Prestige Bug in FE Beta

Allowing each city an equal share is the entire point of the Prestige mechanic - you either have less cities that grow _much_ more quickly, or lots of cities that grow extremely slowly.

15 Replies 8,138 Views

Haste's description states that it gives +2 Init and a further +2 Init per Air Shard - however, what it actually seems to do is boost init AND immediately give the targeted unit a second turn. This allows some pretty crazy abuse with casters - in my recent game, I used two casters in my army, the first would start a multi-turn spell like Fireball or Dirge of Ceresa, then my second caster would caste Haste first on herself - giving her another turn immediately, then on the first ca

0 Replies 1,252 Views

Hit an Ashwake Dragon with Fracture. Also I'm unclear, the description on immune to magic seems to imply it makes them immune to spells they can _resist_, but not regular damage spells (other than fire ones anyway). Is that the correct behavior? (assuming it worked properly) If thats the proper behavior, the attribute name should be changed to Resistant to Magic, not Immune. edit: Related, immune monsters have no 'Immune' popup if you hit the

0 Replies 1,193 Views

The latter would be kind of neat. You could steal loot behind enemy lines, then let them deal with the pissed off drake/ogre pack/etc. Monsters with a bit of intelligence could pursue you deliberately, at least to a certain distance, then rampage on nearest if they lose you.

3 Replies 2,200 Views
Reply to Some concerns. in FE Beta

*shrug* Different strokes. I find dealing with monsters pretty mindless. Is my army/hero leveled/equipped enough? Yes? I win. No? I avoid the fight. Respawning monsters (ESPECIALLY with the awful caravan system in place) makes the mid/late game intolerable, as you have to constantly put out brushfires in your back yard while dealing with the real threats from the other players. Dealing with multiple aggressive AI neighbors while choosing what tech and units to research and dev

26 Replies 19,243 Views

Heroes not dying isn't a problem, it's a design decision - I think the 'penalties' from dying are pretty elegant actually, and the enforced multi-turn out of comission is also a worthy penalty. If you don't think so, play on the higher difficulties - the AI simply isn't aggressive on normal, but above that, you can lose cities due to heroes being out of comission. I'd rather have the penalty system thats bearable and can be played around than the &#

9 Replies 7,431 Views

Monsters DO seem to hover near their lairs, so generally if you go for the lair, you get attacked soon/immediately. However, it IS possible to sneak a powerful lair item with no consequences if you're fast enough or have a transit spell. Whether this is intentional or not, I do not know.

3 Replies 2,200 Views

I'm assuming this is a 'not yet implemented' feature, but just in case - the tooltips throughout the game are excellent, with one significant failure - the spell tooltips, both in the spellbook and (especially) in battle don't show the actual damage output from a) amount of proper shards you control and b) any skills/equipment that modifies damage output. At a glance, Firebolt is terrible, but with my mage hero, it actually hits extremely hard. This info should be disp

0 Replies 1,327 Views

I agree there should be a mode with full AI and no bonuses. That said I doubt such a mode would be challenging, AI is always at a disadvantage against a human player. For now, just crank up the difficulty - they're wayyy more aggressive on the higher difficulties.

53 Replies 38,223 Views

I would go with 'ridiculously too high' or 'absurdly too high' or 'did anyone check this value' or 'I'll reload an autosave thanks' too high. As in, lost a fight with three throwaway heroes I was leveling and they drained my entire 1000 mana pool to about 181. I'd rather *lose* those heroes than pay that fee.

9 Replies 7,431 Views

[IMG]http://i.imgur.com/vy0N6.jpg[/IMG] It's hard to see, but that center 'green' area is a wilderness zone, and there is nothing in it to kill or conquer, yet I cannot build any outposts or settlements within its borders. Not sure what happened to cause it.

3 Replies 3,466 Views

I'm playing Resoln, take a look at this map near the end of the game: [IMG]http://i.imgur.com/tu51p.jpg[/IMG] Can you tell the difference between Resoln and Pariden? Can you easily tell where the borders are for the wildlands? I've tried tinkering with the cloth map visual settings, none of them really help, it needs a graphics pass to clearly distinguish borders. Labels for empires and wilderness areas would help as well.

1 Replies 1,793 Views

I can't count how many of these complaints were brought up for WoM and are still present :| This is really sapping my enthusiasm for the beta.

30 Replies 14,725 Views

example from my current game - I finish a fight, camera zooms to another part of the map, monsters attack my party that just finished that fight, I get forced into tactical battle there, I finish the fight, ONE of my two heroes in that party levels up, ANOTHER tactical fight elsewhere on the map is triggered, then my SECOND hero in that first party levels up. This is unbelievably clumsy. You can also have the research screen pop up and get overridden by a combat event.

4 Replies 3,510 Views
Reply to Some concerns. in FE Beta

I'm not sure what you're looking for here - this game is supposed to be about empires competing, not bashing monsters in the wilderness endlessly - there's plenty of other games that do that much better. I think there's already more than enough monsters on any given map - you can power up more than one stack of doom to high level by killing monsters as it is.

26 Replies 19,243 Views

These lines: [IMG]http://i.imgur.com/Kx7wi.jpg[/IMG] Are really visually unappealing. I actually thought I was having some sort of graphical corruption because of they way they look when zoomed out a bit, as they are present on the main map. I realize you can turn off the grid in the tac map, but that's not much of a solution. I don't see what point they serve, other than busying up the grid and creating some weird distortion when zoomed o

3 Replies 1,821 Views

Seems fine to me. I had level 13 units in my current game, and I lost several of them to deadly wilderness monsters when I ran out of mana (thank you autoresolve). Also despite their level, they were more resilent - but not especially more deadly. It also took a lot of fights and a long time to get them to that point.

1 Replies 2,317 Views

Basically if you hold shift/ctrl and try to select multiple units (ie, to eject units from a city to a specific square, currently the only way to do this because V just ejects them randomly), it causes the cursor to stutter and drag slowly.

4 Replies 3,908 Views