More people in the community means: -more support from the devs -more great mods. -even better game Win win. If you ask me.
ThistleChaser
I am off work until Saturday, and fully plan to be a shut-in. I love all of the characters, but Mat is by far my favorite. Dovie ' andi se tovya sagain! Enjoy the books. [e digicons]:wulf:[/e]
DLing now. Thanks for fun weekend entertainments!
Played an entire game without casting any of these spells multiple times per battle. Things felt like they flowed much closer to what I believe are the developers intentions. Being able to multicast absolutely trivializes any encounter against units that are individually weak but intended to swarm. IMHO, if this is not a bug then it should be seriously considered for re-balance.
I ask this question because it seems at the moment to be the easiest way for me to win battles that seem otherwise balanced. I have won battles against groups of things that have 10+ attack each by casting wither multiple times until they have 0 attack. It would have been a close battle if I could only wither once. Additionally I took down some epic dragon from an inn quest that had over 250HP. I cast obscuring mist about 10 times with 4 differ
[quote who="Trojasmic" reply="6" id="3074729"] Quoting Edwin99, reply 4Throwing knives by nature have a short range. To extend the range beyond three would not be realistic. then there's no point in having them dude. if you can just run up and attack the enemy for more damage why would you throw the knives? the point is that you're supposed to get one throw with them before having to enter melee.[/quote] I like them fine this way.&nbs
[quote who="Frogboy" reply="36" id="3066860"] Quoting Satrhan, reply 25I just don't understand how the city building part of the game is supposed to be fun. It wasn't fun in WoM, and hasn't changed significantly in FE. The other parts of FE I like, or believe they will be fixed. Combat has a good basis, it just needs to be tweaked to make it more engaging, a bit more visceral. Magic seems about right, just needs a lot of balancing. The world is quite good, just needs more con
Yep I've just "one more turned" it till I couldn't keep my eyes open. Pretty good considering it really needs a lot of work in almost every aspect. Just once when the AI declared war I wanted to see devastating armies come rolling up to my doorstep and wipe me out. Right now I explore at a leisurely pace, pick off some AI when they won't give me a non-aggression pact, and my only real threat is wading through hordes of late game monsters. There has been some GREAT fe
Wow, very nice work! I agree with everything and hope the UI programmers will be kind enough to print this out and put in some overtime.... Major Issue/Serious Annoyance: Selecting a building REMOVES the Resource display and shows the building Queue. I absolutely hate this behavior. PLEASE leave the Resources on display. that is FAR more useful for me to quickly see what type of buildi
Wow those look nice.
Wanted to cut and paste this snippet I posted in another thread but is also relevant here. I am just hyped about the idea of improving the elemental aspect of game play. There is a lot of work to be done making synergy between the systems. This is what I have been thinking of most as a blanket improvement since I started playing. Defiantly expected more of this out of the box.
I like your ideas for sure, there is a lot of work to be done making synergy between the systems. This is what I have been thinking of most as a blanket improvement since I started playing. Defiantly expected more of this out of the box. Examples.... 1) Random quest x might need to have a princess released from an icy prison. Only suitable tactical fire spells will break the ice barrier. She rewards you with the water/air protection amulet that her captors ga
I was kind of disappointed to see squares, if for no other reason than it is easier to tell how far away x number of hexes is. Although I cant quantify it exactly I have always liked playing tactical games with hexes far more than squares. The system will do though, I have enjoyed plenty of games with squares including GalCiv and Civ 4. Doesn't really break the game as both players have to worry abut using/blocking the awkward diagonals in the same fashion.
[quote who="arentol" reply="7" id="2733353"]I would like to see the elements be more MoM like. Perhaps the more elements you have access to the less powerful they are, making it a bad idea to have more than two. Same thing with the non-elemental ones, life, death, summon, and enchantment. The more of those you have the less powerful your spells in each, again making more than two a bad idea. The downside would be that half the shards would be useless to you. But that could be fixed
I was wondering the same thing, also have not seen any difference
Both times I've gotten an update for Elemental I've had to reset all my options upon loading the game. With all the updates coming it could get annoying remembering all the options I change every time then restarting.
[quote who="dawgs4ever" reply="3" id="2732647"]For what it's worth - I just encountered the same thing, but the troll shaman actually cast confusion on me 4 times. With the first cast of confusion, I would go into - attack. With the 2nd confusion, I returned to my normal attack. With the third, I again went negative. With the 4th, I went back to normal. So it was like casting confusion and then dispelling it with the 2nd cast. After the battle my unit was n
I agree, tactical battles, the world map, and even towns need to be affected more by elements. As far as not being ready for release in the game-play and balance area I never mind. It is really interesting watching things like this evolve and learning the changes step by step. I got SoaSE after both expansions and everything was "well balanced". Awesome game but not fun playing multi-player with people who have had years to practice the mechanics step by st
Yea hopefully they will add a lot more tooltips / pedia info on the combat mechanics.
I noticed that also and thought it may have been by design. The armor becoming easier to make as you progress in tech. Didn't get farther in the tree to see if there is something comparable in the next level of armors.
Has anyone tried Ridiculous AI with the world difficulty set to easy? Maybe the AI is just getting mobbed by NPC's too quick? I notice factions die within the first 30 turns a lot on ridiculous/ridiculous. I'll try it later when I get home. Might add an interesting dynamic if you don't get uber leveled armies so quick from NPC hordes.