Mtrixis

Mtrixis

Joined Member # 605627
148 Posts 294 Replies 1,136 Reputation

WoM had this exact same issue, I have no idea if it was fixed in the patches but basically, you can get far too much gold by selling off junk weapons and armor. Being able to fund your entire empire and lower your tax rate by selling stuff your heroes pick up should _not_ be possible, it completely breaks the economic model and removes the (already limited) need to balance city maintenence costs with income, while giving you a boost to research and production. The issue isn&#3

3 Replies 2,064 Views

I was writing up a beta primer for the new players coming in today, had about six pages written up and... my laptop crashed completely. That's what I get for having FE running in the background [e digicons]XO[/e]

8 Replies 34,648 Views

Running on the cloth map sucks - I had to do so in WoM due to performance issues, and now I do again in FE... with a quadcore 6850 with 8 gigs of ram on w7 64. Blech. I just avoid large maps due to irritating with how sluggish the game gets, even on the cloth map. It's still not perfect, past the midgame it slows down even on medium maps, but its marginally more tolerable.

11 Replies 8,009 Views

[quote who="kapeman" reply="51" id="3065424"]Have the Devs heard us on this? [/quote] Kind of. Beta .76 has sharply limited caravans per city, so it's still a micromanagement cludge, it's just... less of one now.

56 Replies 157,726 Views

I don't want to see buffed injuries before we see nerfed champions, particularly since the AI is currently quite bad about hero management and often ends up with a debilitating list of injuries already Also, the incapacitation time becomes very significant as your heroes rise in level, long enough to knock them out of contention while an AI can (potentially) take down your cities.

57 Replies 161,828 Views

Game runs too poorly even on medium maps for me to play on large ones - the large map game I finished was completely choking by the end. Anyway, that aside, as a stopgap, go into the custom setup for your large map game and remove an empire or two, should give you more breathing room - also make sure they're balanced between empire and kingdom, so you have a greater chance of peaceful borders if you want to buildup. If you leave it on max civs and they all end up kingdom w

11 Replies 8,009 Views

Everyone has had time to experiment with the beta, so in the interest of doing an informal poll of the testers, here's a quick query for you. Let's see what's on your mind, all in one place. I'll bump this up weekly so we can see how the beta improves and issues (hopefully!) drop off peoples lists. What are your three least favorite aspects of the beta. Only three - keep it to the stuff that's driving you nuts, big or small

31 Replies 15,203 Views

I'm sketching out a survival guide to the beta for the new players, since we have another wave getting in with the .76 patch tomorrow. I'll put it up sometime tonight/tomorrow.

9 Replies 17,632 Views

No builders, ewwww. As much as I hate caravans, I hate builders more, and I'm glad FE only has pioneers and outposts. I'd be ok with 'pay gold, paint road', but not 'build engineer, micro engineers all game building roads'

56 Replies 157,726 Views

re: the squishy units issue - build a custom unit with the two +con upgrades and the 25% xp trait and babysit them for a few levels. I've had some units with pretty massive hp, easily allowing them to tank serious damage. Armor alone isn't enough, you need to get them the levels for the bonus hp.

24 Replies 7,412 Views

I like the ZoC idea, perhaps tie it to a specific type of outpost. Here's some off the top of my head ideas for outpost upgrades: Elemental Tower. Imbued with one of the six elements. Each can cast an appropriate spell at units within its zoc, life can heal or buff a friendly unit, death can drain health or weaken, fire can throw a firebolt or immolate, etc. Military Outpost. Always garrisoned with X basic militia, projects zoc that slows enemy units movin

61 Replies 126,221 Views

(like next/previous unit, edge scrolling, hotkeys and the esc button closing menus? :P) But yeah, agreed. Would like to see this.

12 Replies 5,880 Views

[quote who="Reinbad" reply="11" id="3065097"]There must be some ballance between them Mtrixis. 5 man unit equiped with far supperior gear should hold its own agains a 9 man unit of basic spearman else there's no reason to invest in the weapon gear techs before logistics. I can see that ballance working with 5, 7 and 9 man groups, not for 3 man ones. Which leaves the question why have 3 man groups at all.[/quote] No it should not, a 9 man company is at the _end_ of the warfar

24 Replies 7,412 Views

No, that's what I'm saying - they're not supposed to be 'balanced', any more than leather armor is 'balanced' against metal armor. You pay more, in either case, but in either case, they're a straight upgrade. The whole point is that you invest the time to max out the Warfare tree instead of civics or magic, and as a reward you get large stacks of units, large armies, and better gear for those units, not that 3/5/7/9 units are balanced against each other

24 Replies 7,412 Views

Definitely. There's some talk of that in the city discussion thread, and there ARE some buildings/spells that provide boosts to units constructed, they're just mostly (entirely?) passive boosts to stats. Some active abilities would be a great addition.

11 Replies 4,197 Views

I was looking through some dev post histories and it looks like siege mechanics came up, but they were scrapped due to ai concerns and other issues. Right now there are the structures that provide defensive units, structures that provide bonus militia, and structures that provide inherent defensive bonuses (and a scant few spells like wall of fire that also provide city defense). I would like to see them visually represent those upgrades on the battle a bit, if nothing else.</

3 Replies 3,793 Views

[quote who="LeoEraser" reply="7" id="3065067"] Different unit sizes are IMO impossible to balance. Speaking from my experience with WOM, the difference in power between, say, a 3-man unit and a 9-man unit is so huge that the small units become worthless once you have access to the large ones.[/quote] They're not supposed to be balanced. They're straight upgrades - it's a way of improving the same 'dude with a sword' as the game progresses and heroes/garrisons/

24 Replies 7,412 Views

There's a total lack of city rally points, unit paths, time to target, next/prev unit, unit overview screens, or anything else resembling sanity as far as unit controls go. Or short answer: no.

61 Replies 126,221 Views

I don't think there's too much of a problem with it - the growth in unit sizes is the way you 'specialize' into armies, rather than civics or magic, so as you progress your basic armies gain increased strength and damage output. The fact that right now units are nearly irrelevant due to figure-multiplied aoe damage spells is a different issue entirely :P When not abusing those spells and avoiding other broken gameplay mechanics, I've found mid/late game tro

24 Replies 7,412 Views

The mega-simplified materials/grain system definitely makes city placement a bit unexciting - and since you can pull resources with outposts, you don't even need to worry about grabbing semi-distant resource nodes with city boarders eithe. If they're even remotely close, you can dump a garrison in them if they're under enemy threat. I'd like to see resources directly benefiting the cities they are 'attached' to, beyond simply filling your metal/horse/crystal su

64 Replies 161,111 Views

Yeah that was an off the cuff comment, I have zero interest in supply line micromanagement, but it's a bit quirky to have an outpost half way across the map on a large map supplying one of your few cities on the other end of the map. There is of course an inherent weakness in having outposts so far away from your troop producers, but unless they nerf Cloud Walk, its not far from your heroes :P

61 Replies 126,221 Views

Definitely want to see this. The damage/accuracy % tooltips are great, adding them for enemy units/abilities would be an improvement. I'd also like to see spell accuracy and damage figures - they have the calculations in place, they just need to tooltip them. Right now I don't even know how good spell mastery is - seeing the % of success on debuffs and the damage ranges on offensive spells would be a great help.

4 Replies 2,374 Views

Any of those would be fine really, it doesn't matter what system they use, just that there is one in place to acquire new heroes. Random maps are cool, but heroes are too integral to the gameplay to be randomly distributed around the map as a finite resource. They can still be limited to a capped number per empire (perhaps dependant on map size?), or tied to research unlocks, or any number of other limitations, but I firmly believe that all players need access to a hero po

22 Replies 20,804 Views