Edwin99

Edwin99

Joined Member # 2555206
5 Posts 173 Replies 14,003 Reputation

Tactical Battle AI Problem: Human Sovereign vs AI champion Human Sovereign Attacks and AI champion retreats 1 title and casts slow, HU advances and attacks, AI retreats and casts slow, HU advances and attacks, AI retreats and casts slow....etc. until AI champion is slain. In this case the AI should have attacked instead of continually taking damage, retreating and casting slow.

209 Replies 671,264 Views

[quote who="Frogboy" reply="105" id="3093145"] The problem with FE's tech tree, thus far, is that the tech tree is still too funnely. That is, no matter the map, no matter the conditions, you still go after the same few techs right off: Standing Army, Shard Harvesting, and a couple of others. What needs to happen is that the world conditions should force the player to adapt each game. That is, the player who tries to use the same tech pattern every game will suffer.<br

209 Replies 671,264 Views

[quote who="Devon_v" reply="122" id="3093316"] Make bargaining with the Wraiths differ from bargaining with the Ironeers. Flavorful dialogue, race-specific powers, techs, something. Time and money was devoted to crafting all of this background. Share it with the players! [/quote] So, Wraiths favor magical items instead of gold as payment.

209 Replies 671,264 Views

Empire of Yithril ARE elves Idea: If so, allow elves to move through forest terrain in combat battles. In tactical battles give the Yithril a dodge bonus when they are in a forest tile. When they emerge from the tactical forest tiles they lose that dodge bonus. Allow no ranged attacks from a tactical forest tile. I.e. Yithril Elves in light armor can move through forest tiles but can't make ranged attacks (magical or arch

209 Replies 671,264 Views

Agreed, the game does need more spells, including more summoning spells. A mod I am working on has spells for the Arachnid Mage: Web (level 2 affects 1 enemy unit unless it resists), Mass Web (level 4 - affects all enemy units unless they resist) and eight "tactical" spider summoning spells (lots of small spiders, small poisonous spiders, a few large spiders, fast moving large spider, and a huge spider demon (it costs 150 mana to summon the Spider De

4 Replies 3,848 Views

My two main issues with the beta are; 1. Though I like the tactical combat, its too much of the same - same strategies, same spells, same approach, not much tactics, not much in the use of terrain other than to limit the battlefield. Terain Example: In WOM you could retreat your foces into the town and hold them off their. In FE you can't retreat into the town. In WOM you could move through forest titles, now all unit's can't move through forest tiles. I

209 Replies 671,264 Views

Re: Metacritic 1. Temple of Elemental Evil - after the CO8 patch - remains one of my favorite RPG games with its MGYG tactical battles. FE: At this stage its good, not excellent - and the tactical battles are much better than WOM with the enemy casting magic and using bows, and the magic branch has been really improved. The tactical battle all fell the the same. Take spiders - web, web, web then attack. Why not some spiders that just charge. <li

209 Replies 671,264 Views

[quote who="sweatyboatman" reply="23" id="3088990"]The Hiergamemnon is not accessible from this dialog. So I'd have to make my selection here and then uselessly check the Hiergamemnon to figure out if I'd just paid off the weakest player in the game or declared war on the strongest. [/quote] Perhaps, an advisor box to click on when you such a dialog box pops up. The Adviser would ask; What do you wish to know my lord?; 1. Tell

51 Replies 136,452 Views

Spell: Cursed Water (Cholera) - taints the city's water with a disease. Type: Dark Magic Level 5, Strategic Spell Effect: Reduces population of enemy city by 1 per turn until dispelled. Duration: 10 turns Cost: 250 MANA Can be dispelled This use of this powerful and costly magic (250 mana) slowly reduces the population of a target city by tainting its water supply with disease. Unchecked i

60 Replies 148,951 Views

Just a discussion to seek feedback on my first attempt at a mod: Spider Magic First, a summary of what I will try to create. Summary: A spider sovereign can call forth a horde of giant spiders. The focus of spider magic is focused on summoning and enhancing giant spiders and using magic to duplicate a spider's

5 Replies 10,438 Views

I like the idea of catapults destroying random improvements and thus reducing the income and food for a city, thus increasing its unrest and causing it to shrink in size as its citizens abandon it to avoid starvation and higher taxes.

60 Replies 148,951 Views

Shouldn't it be "I will consider your words" not "our words" Excellent: "The way this comes through is in terms of whether they’re paying other players to do things to each other (don’t tick off Pariden as you will find others suddenly attacking you). Another area this comes through in what they say to you when they interact with you. There’s also what units they build, how well they defend their cities, their biases in research, what

62 Replies 45,063 Views

Agreed on catapults - Catapults adjacent to a city can strategically attack it, destroying a randomly selected building, city wall or reducing the population. A force with catapults can reduce a city over several turns from a size 5 city to a size 1 city. The more catapult units you have the more strategic damage that you do to a city. If you don't have catapults you are forced

60 Replies 148,951 Views

I agree that some AI opponents should know how to use kiting if facing units without archers...i.e. attack, withdraw, attack, withdraw. Historically bowmen took longer to train than spearmen, and those using the English longbow; that devasted Knights at Agnicourt took longer to train. I like the concept of trained units (not militia) with shields having access to new tactics - i.e. Shield over head (i.e. +10 to dodge vs missle attacks for wooden shields, +20 to

218 Replies 401,075 Views

Kiting Response Ideas: 1. Magic Spells Darkness (Dark) - Reduces line of sight and attack range for all units to 1 tiles. Duration: 2 turns or until dispelled. Cost 25. Rainstorm (Water) - Reduces line of sight and attack range for all units to 2 tiles. Duration 3 turns or until dispelled. Cost 25 Smoke (Fire) - Reduces line of sight and attack range for all units to 2 tiles. Duration: Until dispelled. Cost 35 2. M

218 Replies 401,075 Views

"some AI opponents will raze cities that they don't want to keep". Thank you. With all the types of spiders in the game's XML; albino rock spiders, black widows, corpse spiders, harridan, gatherer spiders, hoarder spiders and rock spider I am starting to try my hand at writing a magic book of Spiders. The concept is that a character with knowledge of this book (a rare trait) can summon spiders and cast spells that mimic spider abilities such as web and pois

57 Replies 58,983 Views

I would like to see an option for units to exit the battle field after X turns, if they move to a specific exit tile behind their lines on the map. One unit can exit the battle per turn. Each combat unit that exits the battle field reduces the initiative of remaining (non champion/non sovereign)units by 1. This gives the defender a chance to extract some of his units from a battle without an escape spell. It also opens up options for

59 Replies 55,257 Views

"Playing with a couple of new spells" - I like that as the magic spell list in the beta is too short. In DND most players never had access to all the spells. In WOM you I was able to easily unlock all spells, and in FE you get most new spells at each level up. I would like to see more researchable or discoverable spells/spell books so that each game is different and your magic options in tactical combat are expanded and the AI casting is less predictable. Ideas for how

83 Replies 62,765 Views

Summary: Not all AI's have access to all the AI routines. I would like to see the strategy used by the AI's influenced by their intelligence and/or experience level - with more intelligent/experienced opponents fighting smarter. Like a human chess player. You have some opponents that play a calcualted game and others that just charge in. Perhaps traits could unlock more intelligent subroutines; i.e. Leadership in addition to giving your army units a bonus to ini

91 Replies 207,087 Views

Tactical Spell Wish List Downpour (Water Level 4) - Limits attack range and view range of all units/spells to 2 tiles - From a tactical perspective this means that both sides can't see units more than 2 tiles distant. Fire Resistance +50% to all units on the map for the duration of the spell . Duration Int/3 Smoke (Fire Level 4) - Limits attack range and view range for all units to 1 tile. Good spell if cast if enemy has ranged attac

91 Replies 207,087 Views