My level 8 cave bear almost never gets more than 4 hits and most frequently only 1 or 2 before a unit dodges. Even my tamed Juggernaut (thank you Azure Collar Quest!) rarely lands more than 3-4 in a row although his splash damage is zomg. I always try to use high dodge/high init units versus a mauling creature and hope for the best. There are counter-measures in the game mechanics already, use them to nerf a dangerous ability. Procipinee's
NaytchSG
I think one of the biggest problems is the lack of loot scaling with monster difficulty. i.e. A letter of marque early in a game is quite helpful. Getting one just after researching 4 man armies, not so much. Of course, if I defeated a weak stack of bandits, that's fine. But as alluded to above by Nichtganz, and as I posted in this FE thread, https://forums.elementalgame.com/437
I was able to upgrade in my territory from 3 man to 4 man groups for 30 gildar. I wish that defeating wildlands would uncover a single 6/6/6 [e digicons]}:)[/e] spot as part of the reward.
This is why I build one fortress with as many essence as I can get and try to avoid building troops until I get a lvl 3 strike garrison. It would be cool to have some other way of acquiring troop bonuses from different cities. Maybe a special expensive trait that costs 50 production and lets troops pick up a cities bonuses as they visit them? I would also like them to get the upgrade systems for armor and weapons worked out to start. The upgrade group button
I find them different flavors of fun. It's a single player game, you could mod them and post it as an alternative version. I would rather improve the mediocre professions than nerf the fun ones. I would love to see a nomad sov/ faction that can't settle a city and must roam until they conquer someone else's. I thought that would be a good way to counterbalance the old Adventurer sov profession (heroes for free.) I wish Bandit Lord let you st
Quoting Mhantra: "Many of these take a lot of work just to open them up in the research tree, so there is already a control on them, but perhaps make them their own timer, not connected to a town, but maybe make it have a longer timer to build, or have some other limitation. It is a good system, just overwhelms the city building queue, especially since you usually have only a couple cities nowadays, so there can be 2, 3, 4, once I had 6 outposts go
Totally agree, would also like to see loot drops scale with monster power a bit, just defeated two brood hunters and 3 black widows and got a practice sword with my stack that had just cleared Vertrar's icy wildlands. I don't mind the occasional *psych* empty chest, but I am so sick of rusty armor bits.
Good idea, adds even more fun to Tactical!
As all stated above and Nature's Bounty/Gentle Rain to help speed my Fortresses to Strike Garrison (and first strike Archers of Win). Though in LH, this strategy is not nearly as effective as it once was... Would love to see specific Strategic Spells/Items/Buildings for different sov professions. I really enjoyed finding a Summoner's Ring with my Summoner Sov and the Azure Collar quest netted me Thog the Fierce an Escaped Juggernaut I was able to tam
Cuz we haven't researched Warp Drive yet... [e digicons]:grin:[/e]
Love the new hero traits and the tactical battles are great fun. Happy to add my voice to the cheering multitude!
[quote who="ben_sphynx" reply="14" id="3332114"] I would like to see more city buildings producing defenders. A smith might appear with a big hammer. The cleric might turn up from the shrine. The alchemists guild should send some alchemists with some scary exploding things. Some lumberjacks with their axes, etc...[/quote] Very clever and fun idea! [e digicons]k1[/e]
A Summoner sov should get a special free city summons. A Beastmaster could get a trained, armored war bear. and add a prowler per city level. A wealthy sov gets + 2 stacks of mercs every battle. Only Ironeers or races with the Master Smith trait should get metal armor for their militia. Tarth gets extra archers. A General's militia could be + init.
Awesome SD!! Love the immediate summons spell effects! Would be a neat artifact/item to make that blocks or randomizes an enemy's summons. Would like to see some love for the lowly ice elemental, too slow (low init, only 2 moves a turn) and brittle (I know... it's ICE [e digicons]^_^[/e] ) . Would you consider giving it a ranged ice bolt or cone of cold that lowers initiative and/or hobbles enemy units... or an ice wall that
It would be great to see more race specific techs, buildings and even combat tactics. I like the idea of Tarth having bonuses to hill and forest tile combats and give them a special race ability that gradually turns their territory borders into forest.
I didn't think about henchmen at all and good points about the unrest mechanic getting tweaked in LH. That by itself will give the governor class more importance. Now that Fame is the way you get heroes, how will they rework the Adventurer class? Give them a fame bonus for completing quests? Give them 3 hero picks at fame level up?
Especially with the new fame mechanic and being able to choose one of two heroes as you increase it, I had a thought. 1) Make the current pioneer unit strictly able to build outposts (and/or roads), and also let them act like additional constructors ala GC2 to add upgrades to an outpost if i want the closest city to be working on another project. 2) Give every hero with the governor trait the one-time "settle" ability like your sov has at the beginning of the game
Also interesting when you have a mixed stack of resistant creatures with non-resistant in a strategic spell situation. A stack with an Ophidian in it is immune to some strategic spells (tremor and freeze in my experience). I can't remember if tidal wave or tornado worked on the mixed stacks... I have also witnessed the behavior Trojasmic describes in tactical with Ignys and fire shrills vs. fire elementals.
I enjoy crushing my enemies, seeing them driven before me... etc. just as much as the next guy. But when I am the one crushing and driving, sacking city after city, I expect a little... groveling from those who seek my mercy. Time after time, they beg me to bring my armies home, but never give me the... respect i'm entitled to. Please make it where the enemy AI offers me tech, gildar, an artifact, even a hero or two or outposts to con
I second sweatyboatman's dialogue suggestions, especially that "far beneath the withered... blah" at the beginning of the game. I have NEVER been able to get my custom sov/faction text to show up in that window ever. Ditch it. Other thoughts: Instead of the equip/trade/ok screen can we just have the sov/hero inventory screen with scrolling arrows for multiple heroes in a stack and the ability to assign the item right awa
I am actually enjoying my current game where I had just a single 4/3/2 spot for the first 100 turns. I built up a nice level three fortress (love strike garrison!) and built 5-6 outposts to gather resources. I was really pleased that even though I lagged behind the AI players I met, nobody declared war on me for another 120 turns or so. I had a few tribute demands, most of which I ignored. Now, I am at war with three of the nine other factions but adding many cit
"So FE will continue to evolve down its own road for the foreseeable future and Legendary Heroes will go down its path." Could that mean you release more modding tools for FE and let people play around with more game mechanics then is currently possible? It would be great to have a monster builder/editor similar to the troop designer and let us introduce new creatures/races etc w/o having the brainpower/dedication of the FE Super Modders (you know w
Here is Magnar with his retinue of Heroes, slightly better than pioneers... but only slightly [e digicons]}:)[/e] This is on Challenging AI level on a large map with 9 opponents. And then three of them cast gift of iron [e digicons]X|[/e]
[quote who="Kongdej" reply="18" id="3321837"] Quoting NaytchSG, reply 16or a random beast joins your cause. Depending if could be coded. Could offer a new beast every x turns or on next city level. You could make it similar to the Binding Trait ability, gives a unit, then waits till the unit dies to give a new unit. Quoting willie sanderson, reply 17And did you "play balance" all of these changes? Did you play 100 games to see if it was fair all around to ever
Menagerie: Makes studded collars available in the shops... or a random beast joins your cause. Depending if could be coded. Could offer a new beast every x turns or on next city level. Secret Tomb: While building your city, citizens unearth a powerful artifact. Could be random, or a predetermined item. Could be different levels with items that scale. Logging trail: lets the city unlock sawm