I think the adminstrator/loremaster/merchant side of things should be added to the general tree instead of being part of commander. Warrior and Defender should be combined, and the group bonus traits Defenders have should be added to Warrior Assassin needs some love, I never pick it now. Maybe stuff like flaming/freezing/electric/sharp strikes if you have the appropiate magic school (and would scale with how advanced you are in that school),
Alstein
I'm assuming that they are showing up in every game right now for testing purposes, and that it won't be that way in the final release. I wouldn't mind Bacco scaling to turn level.
I thought it was a bad idea how it was done in FE, in LH it's so much worse. XP split needs to go away.
The new combat works well, tac battles are more fun now. Most of the fixes/tweaks in FE are good, its just the new mechanics that (understandably) need some more tweaking. Pacing-wise, I think the pace is fine, grain means something now, cities don't hit their cap instantly, I'll actually choose grain over materials or essence at this point for fortresses because I want that lvl 3 or lvl 4 quickly. It's now a real choice.&n
I think all heroes you should be able to choose their path, and higher lvl heroes should have some extra unique skills you can choose from. Skilled Swordsmen should unlock the possibility of extra sword skills for example.
[quote who="Frogboy" reply="8" id="3337405"] I don't remember how summoning was done in MOM. How did they do it? Since I'm working on the AI handling summons better, I would like to see summons be made more worthwhile.[/quote] AOW had a nice summon system- with multiple levels of summons. You just need more powerful summons as you tech up. Elementals should be roughly Equal in power- righ
[quote who="Wizard1200" reply="22" id="3336976"] Quoting Wizard1200, reply 14Yep, removing evoker IV (evoker I - III should be + 25 %), summoner III (summoner I - II should be + 2) and knowledge would make the mage tree much more interesting. After thinking a little more about it the Aeromancy, Geomancy, Hydromancy and Pyromancy spells should be in the spellbooks and not in the Mage tree, because they are useful for all paths. Aeromancy (+ 25 % damage with Ai
I'm noticing a performance reduction on my older laptop, though it's fine on my newer one. I assumed it was debug code slowing the game down.
Another question: why did the spear and bow lines disappear for advanced weaponry.
I'd strongly suggest turning off cloud save. (that can be done in Steam)
THe downside to giving them their own queue is that it becomes a no-brainer to build up outposts to the max.
[quote who="muminus2" reply="60" id="3335849"] For me, the leveling system also seems more borning that it was in FE - where at least you could have some thrill caused by unexpected nature of the perks. Now, if you can see all the tree, the tidy gathering of small bonuses is just boring. As for now, I find almost no "omg, thats great, I have to have this" perks in the trees. My suggestions: 1. Remove the "potential" perks. 2.
I agree outposts need to be overhauled. My full suggestion: I prefer my levelling idea for outposts- that's simpler- can be shown graphically more easily, and is less micro-intensive (so will help AI) I'd suggest a 5-level system Lvl 1- outpost that does nothing other than ZOC Lvl 2- outpost gets a warden effect that works on "Weak" monster or player stacks, +10% att/def, Lvl 3- outpost gets a warden effect
It's annoying. The nerf to clerics/shrines hurts them. We really need some more anti-unrest buildings high up on the tech tree Entertainment should give another unrest building.
Some suggestions: Pyro/Aero/Aqua/Geo mancy should require a point in the appropiate spell school, and branch off the same perk. Those skills should give a weak spell, and +1 Shard Power per 5 levels on the appropiate shard Then your summons and other spells should branch off that. That said, at level 5 you should be able to get apprentice in the other spell schools. Steal spirit should give +1 if
I'll say this: Strike Gattison+ Double Strike+ Cooperation or Longbows= Dead militia on first turn. Tarth getting a Lvl 3 Fortress is pretty much an auto-win. That said, they have serious unrest issues, so they have to pretty much go on a razing spree.
[quote who="Derek Paxton" reply="4" id="3335925"] Reply #2 Napean Join Date 03/2003 +1 March 26, 2013 11:27:48 PM from Elemental Forums Elemental Forums I like the fields the size they are, and the new spawn-right-on-top-of-each-other start to the battle. Gets them over quicker . But to each there own. The tactical battles are, overall, better now, I think. Reply #3 Foxd1e Join Date 03/2013 0 March 26, 2013 11:53:18 PM from Elementa
Bears may need to be stronger- flanking kills them hard. Any other suggestions right now? I know there should be a ton.
THey do ignore the unit, but if they randomly step into them, combat will start. Stealth isn't foolproof. Also, wildlands monsters will ignore stealth completely, even out of the wildlands. I think it this point it may be WAD
Double strike is awesome, but the weakness of Tarth's other blood trait in this game balances it out. (those extra troops means you get a sand golem early using it will lower the attack of your stack) Wraith touch is underpowered Soul Spark I think is fine, but the mana cost is too high. Berserk would be good if the double move on activation could be usable by the AI.
The counter to swarm is area attacks. Problem is they aren't that common.
Had an outage early this morning, so tested it out. Tried to connect online, it couldn't, asked if I wanted to go offline, and it did. I've had it give me problems in the past- the best solution would be for Stardock to allow the .exe for starting it without starting the Steam client. (or create a command line parameter for it)
One idea: allow one general trait improvement at lvl up (and expand that tree some, at the very least allow certain unique skills to lvl up), and one trait in your school.
My suggestions: Roads should grow over time- caravans should actually make the roads as they scoot about. Roads to outposts should grow 1 tile per turn from the outpost with economics. Also, roads should connect to the capital and towns (not fortresses/conclaves), 1 tile per turn here as well. If a Governor with Road Building is in a city, road building should be doubled.
Yes, that's a huge problem. SOme things like Bacco the Beggar are probably hardcoded to appear in every game right now though for testing purposes.