I like the idea of having to bring down the beasts HP to under 10 or so before you can tame it. That mechanic works relatively well in XCOM. That would make low level beasts easy to tame, but force much more effort to tame higher level beasts.
Martimus
Thanks. I forgot about wildings and such costing influence. I didn't know that henchmen cost influence, so that is good to know. I was thinking that influence might have some correlation to diplomatic relations, but had no idea how that worked. I am going to assume it does not, and only worry about keeping enough to hire henchmen.
I have to admit that even though I have been playing this game since the first beta from EWOM, I have no clue what influence does. What does influence do in the game? Could a tool tip be added to it explaning it, since it isn't very intuitive what it actually does.
I completely disagree. Maybe you would have a point if you only play the game once, but beating the game one way over and over is boring. The Epic Quests are the reason I play the game.They are the fun part. The rest of the end game can get monotenous and boring, but switching to Epic Quests once you are in a dominant position keeps the game fun. If anything, I hope they add more epic level quests and tougher Monster challenges that go with them.
they dont cost anything anyway. They become free enhancements once the sovereign surrenders (or at least did in the last game I played.)
How do you manually place buildings? I tried for a while, but couldn't figure it out.
the trade treaty seems to give your capital a 10% boost in gildar production. You can see the effect in the tooltip on the capital city screen. As a bonus, if you conquer enemy capitals, those cities will retain the 10% bonuses from trade treaties they negotiated as well.
Maybe they have learned that it is often more useful to keep around the shell of a broken oponent and open up trade and research treaties with them than to finish them off.
Dragons are already immensely powerful. Put two of them in your army and nothing can ever win but you. Having overpowered spells isnt an issue unless they have low mana costs. having all weak well balanced spells makes for very boring gameplay. You did a good job killjng the dragon, but that does not mean that shrink and grow are too powerfull.
[quote who="Glazunov1" reply="15" id="3272068"] Quoting Martimus, reply 13I think the idea of the high upkeep is that these units cost nothing to build. Well, but think of it this way: when you actually finish building a unit, you've paid for it in terms of taking up the queue which could be spent on something else, and it's taken time. Then there's a very small upkeep. These other units we're discussing that pop up from villages,
speaking of dragons, does anyone else have the issue where the sweep command takes over 10 seconds after the animation to actually give damage? I had this same issue in EWOM, and it was a huge pain with forest drakes that dont hqve the fire breath ability.
I think the idea of the high upkeep is that these units cost nothing to build. I don't mind that trade-off, but I don't like that I have no way to control the rate at which I get the units, other than to raze the site. It would be nice to be able to turn off the production of units outside of cities without removing the abilty to recruit them at all.
[quote who="Lord Xia" reply="19" id="3271949"]Buggy fire breath and lucky items. But still, he did do it.[/quote][quote who="Lord Xia" reply="19" id="3271949"]Buggy fire breath and lucky items. But still, he did do it.[/quote][quote who="dangerlinto" reply="20" id="3271961"]Yeah - this deosn't seem to bad. I've beaten ridiculous creatures on like turn 20-30, but it's because I got a studded collar, b-lined to the nearest gigantic spider and let it to all the rest
I actually disagree with every point you made other than the lack of heavy armor in the early game. I would like to have a light and heavy armor upgrade path option
if this is the case, I could take all cities with only two units, even weak units. The first one could lose the tactical battle against the defenders, and the second woukd take the city no matter what happened in the first battle. I will try this out to see if it works.
I have a simple suggestion for FE. After playing a couple of long epic games, the ending credits are completely silent. This silence is quite anti-climatic. I would suggest adding a suitable piece of music to go along with the end credits for an epic game.
that is good. I learned a few tricks, and I have been playing since the WoM beta was first released.
here is another bug that I reported, although probably not pqrticularly well since I was using my phone: If you enter the option menu (small button on the upper left of the screen) during tactical battles and press escape to exit the option menu, you will exit combat entirely. No units will have been lost during the battle. If you do this during the AIs turn (you were attacked) then you won't just end the battle, but will end the AI turn entirely. I have been using this exploit to
[quote who="Alstein" reply="10" id="3266146"]Another thing I've noticed is sovs who buy wargs/horses but don't use them. That should be a no-brainer.[/quote] I have noticed this as well. Each time I make a sov surrender, he/she has a horse or warg but doesnt use it.
I tend to agree with you that the early game is frustrating. I have been restarting the same midgame save where I made it through the early going to get to the different endings, since I just dont want to play the beginning portion of the game again. I will say that I quite enjoy the late game, and like having tough monsters to kill at that point. It might be nice to have some tougher monsters and quests spawn as the game gets going, since those are the things that give this game flavor in th
there is also a strategic spell that adds essense production to cities. That seems to be the easiest way without shards and scrying pools.
Am I the only one who thinks the end game is the best part of the game? The initial battle is frustrating for a non-war monger, but the ability to quest between wars helps immensely in the end game. The master quest was relatively well done and pretty fun as an alternative to conquering all. Also wars are nice in that you dont need to mop up the last guys, just ask them to surrender and gain a badass champion to boot.
I dont think you need to change the game to get rid of the option for a stack of doom, since there are countless strategies that could be deployed to counter such a tactic. You could work units behind such a stack and take the under defended cities behind that stack. You could create muktiple smaller stacks to destroy the trade routes and to take any outposts, use spells that do damage to stacks on the strategic map, use spells to hinder that stack from even moving while you attac
I won a pioneer in a quest, but it never showed up. I think that quest is bugged.
Also, if you open the options menu during a fight, there is no way to exit the game, or load a previous save game. The only way to do either is to finish the fight and do it afterward.