Sounding like a name conflict with Magnar Imperium city could be at play here perhaps?
Das123
It would be nice to get feedback in threads from the devs that they have at least read them and if we knew that an idea was impractical then we could stop at that point. Feedback could be as simple as: 'Concern noted. Suggestion impractical.' And as long as we Beta Testers know that the devs aren't going to get drawn into discussion on their plans then all is cool (or should be). It would save us a lot of angst getting a little feedback on the practicality of ideas
Interesting post. I also have never played MoM so it was good to see your thoughts.
Please poke away. :) The player losing the city would indeed lose 25% of their possible production unless they could win the city back. But importantly, the attacking player wouldn't really gain a great deal. So while the attacked player suffers, the rest of the players are still on relative parity with the attacking player. The problem at the moment is that the attacking player gets too much of an advantage for taking cities. An attacking player could wipe half the map an
I agree with you (although I started off wanting to limit the number in stacks). I really like the idea of giving heroes incentives to take 'army' traits rather than punish 'hero' traits.
I really like most of the points in the OP. If this was a mod I would have it installed for sure and doubt I would play 'vanilla' again afterwards! I haven't looked at the XML but I would think many of the suggestions would be moddable. :)
I'm not sure if the goal is to shift the game more into the RPG sphere at the expense of the strategy component. One thing Frogboy mentioned a while back is that the team was very focussed on 'choice' and I guess this struck a chord with me. I felt that having 'choice' as a primary goal was ideal for this sort of game. Frogboy had also mentioned that many of the design decisions in War of Magic where about balancing at the expense of choice. I hope I'm not misinterpret
2, 8, X (Reduce city spam and city micromanagement)
Here is a summary of the ideas so far in the thread and some comments... Champion Stack of Doom Split XP (Stupidity10) Sounds like this is on the way. Should be part of the game anyway. Champion conflicts (AlLanMandragoran) Interesting concept. Would increase RP but possibly add stack micromanagement - but this is the t
[quote who="CdrRogdan" reply="27" id="3070469"] An extra city is a huge boost in your economy (especially if you are only limited to four), even if it does not increase your actual production. You would easily trounce the opposition if your economy was 3 times the size, err assuming the units get balanced properly for this to matter. [/quote] I mustn't have made what I meant very clear. You don't get the economy of the vassal city. You get the economy from the carava
There are some great ideas in the posts which I'll comment on when I have time tonight. But for now I've been obsessively thinking about how vassal cities would help the game... Homeland Cities and Captured Vassals Been thinking alot about this now and as far as having the concept of homeland cities and vassal cities this would solve a hell of a lot of issues. In many games like this where resources and s
I've put in a lot of game time with FE now and I find I really enjoy the game up to a certain point - then I could care less what happens and so usually start a new game. This concerns me greatly because since the first couple of games this has been a regular feeling I've had. Mind you, this is still a very good game but replayability will be a casualty. The start of the game has interesting strategic choices but by mid game it has become a 'rinse and repeat' exercise
Yes, but I think there needs to be a production-based income as well for unused production.
Lol!
Good point about cities. :)
I hate when I miss that a city has stopped building and has been sitting doing nothing for a number of turns. It would be good if cities automatically turned their unused production into some Gildar.
When you find a book as treasure it would be good if it had some meaningful impact. Legend of Tarsis only gives 10XP and Art of the Fist only gives 1 strength. These should be increased. Maybe 50XP and 3 Strength.
If you restart the game all your unfinished quests no longer show up on the HUD.
Not sure if this is an issue or not. Warhorses cost the same as normal horses. As you can only get them from cities with horses then it may not be an issue. Also, wouldn't it make sense to start harvesting horses after 'Animal Husbandry' rather than 'Mounted Warfare'?
When entering the Imperium wildlands you are given the task of re-establishing the city. You can't just move a pioneer unit in because you get a warning when hovering over the 'Settle' button that you can't settle in another player's area. So I thought it must be linked to the Obsidian Golems that were around it. But even after defeating all these I still can't re-establish the city.
You can currently upgrade the weapons and armour of units that have been designed for upgrading. All you need to do is have the unit within your area of influence and when selected there are Upgrade choices in the actions menu (you may need to hover on the up-down arrow after 'Shop' if it doesn't display. The trouble is the cost is really high. Being charged the difference in metal I don't have a problem with but the Gildar is way too high. I haven't been a
[quote who="scifi1950" reply="10" id="3068877"] Maybe the champions could have bonuses that only buff the non-Champion units they are stacked with?[/quote] That would work well. If the 'Tactician' or 'Leadership' type bonuses were only applied to trained parties and the bonuses themselves were increased in power - as well as adding more of them and spreading them through the various paths - it would allow the player to choose if they wanted to create arm
I've seen it and love that the world is 'alive'. There is stuff happening outside of the players control. Please leave it in!
It isn't the spell itself, it is when you attack Csilla and he/she/whatever has the first attack. Mass Curse is cast as the first move and the tactical battle stalls.
Interesting read, Brad. Love how after WOM all your posts start with a disclaimer. ;) You guys should be very proud of where you've taken FE. This has been a pleasure to beta test. Sure, there are a number of things that need attention, but I have faith that you guys will deliver. Regarding the champion issue, 0.77 has improved the problem some-what by making it more difficult to recruit. I don't know though if the answer will be to nerf the hit-points (this sounds lik