It's important to notice that you don't lose XP by having more heroes in an army, you just share it. It would be bad design if the total XP gained became huger thanx to having more heroes in an army. This would totally ruin trade-offs and strategy when it comes to your composing of armies. Would be terrible game design indeed if I may say so.
NorsemanViking
I'm following this one. Can't wait for the next chapter. I'm a big fan of how you do LP's and a big fan of the Polycast. Just one thing; I love your settings with difficulty level and all (same difficulty I play on myself), but I'd say this game is alot better strategy wise and more challenging if you do auto-placement of buildings. Then you get a real need for getting out more pioneers to outpost connect cities, build monuments, gettin
[quote who="SBFMadDjinn" reply="55" id="3352326"] Quoting Frogboy, reply 28 Some AI tweaks too regarding diplomacy. Something to fix this issue: https://forums.elementalgame.com/443837/page/1/ basically, the output of a treaty should have weight in the costs of the treaty.[/quote] Nice to see you here old chap. Love your FE LP's on Youtube, and the fact you play high level difficu
Sorry for doubble posting, just tried to edit the post, and pressed reply........
Seems like some people think you can't have more heroes together just because of XP-split? Are you serious? It's about prioritizing for the situation. Even with the XP split it's very often a good strategy to have more heroes in an army, especially early game (Where it is almost ALWAYS a good thing to do). This is a strategy game, you are supposed to think and make some hard choices, not be maximum rewarded whatever you do.
XP split is the best type of game design when having the possibility to mix heroes and units in an army at your own choice. They already understood this when Heroes of Might and Magic IV was made. I was chocked when the first beta build of Fallen Enchantress didn't have it back in the days. I have explained why in numerous threads like this before. Having XP-split in this game is a non-brainer, and I hope that's final.
Yeah, the only good solution is to be able to build your own roads. You don't necesarily need an engineer unit. We could let the pioneers be able to build roads as well. This would add to the strategy of their use. To prevent road spam there of course has to be an upkeep cost. This could also be combined with a one time cost every time a pioneer builds a road on a tile. It's not tedious to build your own roads. This is a strategy game, and road bui
Isn't it racism to claim that the Tarth race is inferior to the others?
[quote who="joasoze" reply="1" id="3349104"] Each unit belongs to a category. You can see it when you open the information window on a unit. There is no list of such creatures, but there is a logic to it. A twisted unit will be one of those monsters that are non standard humans and beasts. [/quote] Yep, this is all correct, but what I think the OP is trying to say is that if you try to use this collar on for example a beast, then the collar shouldn't disa
[quote who="lelovelady" reply="98" id="3348737"] I'd like to see (at some point) the ability to "build road to" - right now units with the build road ability have to move one tile, build road - move one tile - build road - this gets VERY annoying ... it'd be nice to select their current point as a starting point, then click "build road to" and click their ending point and have them automatically build a road from point a to point b. Alternately,
[quote who="phazonfreak" reply="6" id="3348679"] Tarth is an early game powerhouse that is able to unvover and settle the map very quickly with the stealth/master scouts trait and can snipe monsters with their 3-man ranged armies utilizing their blood trait. As an offset they have to deal with increased unrest and have to watch out that they don't fall behind midgame research- and productionwise. They are basically wood elves. Gilden are the slow but mighty faction that s
More armies are also made more important with the change: turn ends for an army after a battle. With this change having more armies are more benefitial (instaed of one supreme stack with super expensive units). This combined with more expensive horse units (pluss the fact their movement is nerfed with this change to armies), will at least make the strategy of making cheaper none horse armies (or armies combined of infantry and some expensive horse units) alot more plausible.
Hehe, guess this a part of the planning of where to found cities..... ;)
[quote who="Naidrev" reply="11" id="3348592"] The only problem with not being able to move after combat is the AI stealing treasure from lairs. That is the problem that needs to be solved.[/quote] How huge a problem is this really? Far from game breaking and you can use it the same way vs the AI. It's a part of thinking forward.
This is a very good change. You can't og arround and do everything with one stack. I played yesterday and finally I had huge problems when the AI attacked my land With 3 huge stacks. Now more armies are needed earlier, not just one super army, or at least there are trade-offs and rewards to both strategies. This change improves strategical planning with your armies a good notch. <span style="text-decoration
I don't see why low class spells have to be super usefull the whole game. Why? You have to develop your magical skill the same way you develop other things.
Never underestimate your players. We are smart chaps... well, most of us are.... ;)
[quote who="parrottmath" reply="64" id="3348207"] Quoting sweatyboatman, reply 63 Way to go, Stardock! If I didn't know any better, I'd think they were reading the forums and listening to our ideas. I like to think that everybody at stardock are in an intellectual void of great decisions and they have decided to implement the game in the best way possible, if that just so happens to coincide with the forum ideas, well then that's just a great coin
Just loging in to brag about the developer team, after reading all the changes in the log. Good job, I love all the changes so far in 0.85 and am sure they will all improve the game.
I'm annoyed you can build roads for free.....
Never played Dom3, but I want Dom4! :)
The Vikings! Jolly good series!
My games are ruined if there aren't opponents out there trying to ruin my game. I love it if my chances of winning in the end is not higher then arround 20%. Are there any levels lower then easy? Perhaps introduce a super easy option? It's also important to point out that other options also effect difficulty, as for instance strength and quantity of ressources/magic, autoplaced buildings or snaking turned on, number of opponents, quantity of monsters etc....
I find Tarth very powerfull now in my hands at least. The attack bonus With 3 units or less in an army is extremely powerfull early to mid game. I can afford to make 2 units per hero, so that means I can start leveling up my heroes much faster. I play on redicilous on both difficulty settings. Guess Tarth would be even more powerfull on the lower levels where creature armies are rather easy to take out.
[quote quoting="post"] I am of the opinion that either the number of horses/wargs you get per turn should be decreased or their cost for trained units should be increased. Currently, if you build even a single stables, you will have so many horses that by turn 100 you won't even care anymore about your horse number (and you can trade them to AI without a source of horses for absurd amounts of money). No other resource is like this - crystal is in dire supply almost all the time, and