Galactic_Hunter
If anyone knows how to get the maps working on LH on steam, that would be good. Ta.
I'm good with them except for #2. Why is it important to have even more essence for scrying pools? They are a favourite pick of mine when they give 1 extra essence.
..and don't give your Berserker throwing knives. He will often throw them rather than closing with his sword of doom. Oops.
Agreed. The mix of air, water, fire and earth spells coming along despite your mage's basic spellbook choice is weird.
https://dl.dropbox.com/u/2108541/Too%20many%20troops.jpg for a picture of them
I think I had the reverse problem. A bunch of tiles that were not shown with any stats that when I got up close with my unit, turned into 3/3/3s and similar.
I got a free hero at 400 Fame as expected. I then bought some Henchmen, taking my Fame below 400. The UI then says you will get your next Hero at 400 Fame. Fortunately, you don't, and when it gets over 400 again it transfers to saying that you will get your next Hero at 800. So it is a very small flaw in the UI. The Henchmen for Men are pretty OP I think. I am currently building Henchmen that cost 0.4 Gold per turn to pay, and take 60 off the Unrest. If I need to, I can also build
I agree. Archers should not be able to shoot at distant targets if they are surrounded by enemies. Different problem, but it would be nice to be able to swap weapons and items in the tactical game, so I can switch to a melee weapon in this situation (or to a better weapon, different combo, etc depending on the opponent).
I'm pretty happy with the way unrest works. I did notice and post that another way to handle unrest if you are of race type = Men (i.e. Altar) is to pump out Henchmen Governors. Even this has costs though (Fame) and is not free.
I thought Sovereigns and heros did NOT share XP any more? Did I misunderstand? (Ah, OK I noticed the post on it now. Yes, they still do split. That changes how I should be playing a lot). What I have noticed is that 'Men' are awesome empire builders, as the only race that can have henchmen, they can build unlimited numbers (well, limited by Fame) of excellent henchmen governors, each of which can reduce unrest by 40%. No other race can so easily pacify the map. <
This. The description is accurate.
I am in the same boat. I backed Stardock to produce a cool game, and they did, although a bit of a mess. So they have gone to great lengths to fix it up and improve it, and I have been brought along free. I have good and bad things to say about FE, but I've played for several hundred hours, which is not bad for a game that is still not what I think it could be. I hope that they continue to improve it over time, because there is still plenty that can be done with the engine. So, ye
True. I always wondered why their armour did not upgrade to the best available and researched? That would give them a real kick along. As it is, their power ratio to field troops changes a lot as the game progresses, which is not what is desired I think.
[quote who="Illauna" reply="1" id="3329021"] - A continue move button that like in Endless Space, so all units that already have a waypoint set will move towards their waypoint when you click this button or hotkey. This would be a huge quality of life improvement and it should take minimal coding time. This basically would run the continue movement portion of end turn. - if you attack a unit and no defending stack remains the attacke
There are some good ideas here, and thanks to Kael for explaining the difficulties. I preferred it when pioneers cost population. It makes the population growth mechanic a lot more important. The difficulty stated is that the AI was playing badly with this. This seems an easy thing to fix? Just give the AI some rules about when to build a settler, that weighs up the advantages of doing so against the costs. I imagine a scaling factor that makes it very unlikely if the town is small, a
There is a fair bit of coverage, but I liked this article the best: http://www.polygon.com/features/2013/2/6/3950722/they-could-be-heroes-conifer-jon-shafer-at-the-gates Russ Pitts is a terrific writer and the production values on the articles at polygon is also good.
Looks terrific. Good to see some of the 'easy' balancing changes made (Growth spell costs more, etc.). Thanks.
This was all from a previous version of how things were done. It should be removed or updated
[quote who="Heavenfall" reply="1" id="3242457"]Just a bit of clarification on what influence does. In addition to the mentioned henchmen/kraxis bonuses, Influence is also used to purchase monster recruitment centers (trolls, ogres, dragons and so on). The second purpose of influence appears to be diplomacy, and this is actually a rather important bit because (as you say) the AI values it greatly. So influence is indeed intended to work as a sort of symbol for diplomatic leverage. I
[quote who="McNegro" reply="11" id="3276933"]I think it would be great if influence would affect a city's defenses. - Rallying Cry. Sway the locals to your cause. This adds a minor bonus to a city defender's attack/defense/hp. - Last Stand. This adds a moderate bonus to a city defender's attack/defense/hp, and is castable/usable once per city. The more that I think about it, the more I think that influ
An even better example of how to achieve 'balance' in weapons. Using bows as an example, we can see how to give the player (and AI) a range of interesting choices, without the effect of research just making everything better. Short bows versus Long bows should not be simply 'Long bows are better'. In fact, we could construct a situation, similar to history, where both have a place, depending on what you need from your troops. Weapon
I like most of the thoughts around this mod. It seems to me that the game could be significantly improved with more and better armors and weapons rebalanced. Mostly I think it should undo some of the stranger ideas that have crept into the core game design. The weapons should be 'balanced' in the sense that they all have a place to counter certain other 'defences' (whether that be armor, mobility, monsters, etc). What can't be easily changed of course
I [e digicons]