Edwin99

Edwin99

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

AI question - I wonder if any of the AI's are backstabbers & razers - i.e. they wait for a neighborly realm to be at war with another nation and then strike when their capital city is left unguarded. If a large army comes back to retake the city they raze it before fleeing home or just razes conquered cities - conquer, raze, conquer another city, raze, repeat.....

102 Replies 313,391 Views

Re: Quests - I would like to see some that give you access to a unique spell or open up a new branch of magical research. I would also like to see quests that gives you access to a champion monster (i.e. monster that advances in levels) or a mystic mage. Let some questions be timed: Example (Kingdom Quest): And the old man; a mage of mystic arts, says "Before the end of the fourth season (12 turns) bring me a vile of spider poison and the head of a troll. Then I will s

144 Replies 345,324 Views

[quote who="Frogboy" reply="72" id="3076559"]When writing AI one has to look at all the players, not just the one. For instance, how to you make early game rushing be costly to the player? Well, one way is to have it affect their relations with other players. Because, as a practical reality, I don't want every player to have to prepare to be rushed early on. It should be a strategic CHOICE of the human player to try to do that but one with definite consequences.<br /

102 Replies 313,391 Views

(-6.0) Empire razes a Kingdom Capital City - an event that unites the Kingdom sovereigns against the Empire threat. (-6.0) Kingdom razes a Kingdom Capital City - Any Kingdom sovereign that would do this is evil and must be stopped by the other Kingdoms (not Sovereigns) (-1.0) Kingdom razes a Kingdom Non-Capital City (not outpost) - causes other Kingdom Sovereigns (not Empire Sovereigns) concern. (-12.0) Kingdom or Empire ra

102 Replies 313,391 Views

Tactical Battle Question - Why does an AI with Archers facing an opponent without archers or an offensive casting magic casting champion rush to close with the enemy? As a human player I would wait for the opponent so as to maximize the archer dealt damage before melee combat is entered. Can I assume that some Sovereign AI's are smart and will not do this? AI Strategy Question - Does any of the AIs follow the conquer, plunder, raze strategy; Conquer a city, heal units, t

102 Replies 313,391 Views

Would adding more tactical combat commands - like the defend command to an active combat units command choices - improve tactical battles? Example: Equipped with Spear & Experience +1 = Set Spears = +200% defense vs Mounted Units (soldiers plant spears in the ground) Equipped with Spear & Shield & Experience +2 = Phalanx Advance = -1 to movement, +100% to defense to frontal attacks (a slowly advanci

117 Replies 419,350 Views

Tactical combat is much improved over WOM; however, it could be improved further. As stated; allow units to select additional combat actions (beyond defend) when leveling up. Give a bonus to flanking attacks to the rear flanks. Make the maps more interesting with bonuses/penalties based on tiles. The iniatiative system is good but I would consider refining it to let champions and sovereigns impact the iniatiative of units close to them.

32 Replies 100,944 Views

Death Watch - for metail armored (chain or plate) forces of the Wraith Death Riders - for mounted forces of the Wraith Death Wall - Wraith Spearmen armed with shields and skilled with the Shield Wall Trait and Spear Wall combat option (i.e. Move -1 gives them +50% defense as they advance upon the enemy as an unbreakable wall of spears) Black Rain - for Wraith Archers who rain poisoned arrows upon their targets M

44 Replies 24,953 Views

I agree, Powerful champions are fun. What's needed is as BeadyDan suggested is giving combat units that level up combat skills traits. Your archer unit gains a level and you can choose from one of several randomly selected combat skills traits such as for Archer Units: - Volley Fire, Careful Aim, Target Mounts, etc. This would give each combat unit more tactical options during battle and make battle more interesting (if the AI knows how to use these traits).</p

30 Replies 21,621 Views

Though it will not be in FE, I like MagMagnus's idea for picking spells - deal a random hand and let the player pick the spell(s) to add to their spell book. That said, you could add this to the traits system with traits that give access to specific a spell or it could be added to a magic research branch with every advancement allowing the player to add one of 2 to 4 randomly selected spells to their spell book. (Low intelligence you get to choose from 2 spells, high int

117 Replies 419,350 Views

Can a city's improvement affect the tactical map used when the city is attacked? I.e. can you mod the XML to use a specific tactical map that is based an a building improvement in the defending city? Example: A city can build: Canals OR Lava Field OR Forest Hedge OR Flood Plains OR Cornfields Canals (if city is next to a river or sea tile) = tactical battlemap with waterways and bridges that channels the movement options of attackers,

79 Replies 309,469 Views

I would like to see 3 more water spells: 1. Flood (tactical) - 25% of unoccupied non-hill battlefield tiles are covered by water that is impassible to units in chain or platemail. 2. Greater Flood (tactical) - 50% of unoccupied non-hill battlefield tiles are covered by water. 3. Downpour (tactical) - Visibility and attack range for all units is reduced to 2 tiles.

21 Replies 7,587 Views

Suggestion: A chance (10% + 5% per free-agent champion level) for a free-agent champion that you slay escaping to join a randomly selected enemy fraction (50%) or another similarly aligned free-agent champion (50%) - with a randomly selected pithy saying appearing - "You have not heard the last of Refred the Brave." or "I shall be back." PS: The escaping champion also gains a level. Suggestion: Give some (not all) the en

41 Replies 32,922 Views

I like the guild idea, its well thought out, detailed and different from other ideas presented. I agree with the other posters that city building as it is needs to be improved. Now I can afford to build everything for every city and every city looks alike. In the LOTR and SW movies each city had a unique look. Perhaps a city could build improvements linked to Earth OR Fire OR Water or AIR A sovereign with access to Earth Magic could have an op

79 Replies 309,469 Views

I am really liking this game. Where as WOM was boring, FE draws you in from the very start. With the greater amount of quests, treasures and monsters it really feels a fantasy game. A few comments: Don't nerf the Maul its a great tool and fun to use, if you find a weapon enchanted with it. And its just as good when monsters have it. I would like to see more quests, monsters with unusual attacks and more spells and more spell books tha

116 Replies 455,380 Views

I would like to see more magic in FE. 01. Expand the magic tech tree with more branches Research to unlock more books which in turn unlock traits that allow you to advance in this book Magic Specific Buildings such as a Tower of High Sorcery that give a bonus to reseaching magic; but no bonus to civilization or war research Add a book of magic that requires crystals to cast. Cast a spell and it shatters a crystal in addition to using magic

0 Replies 3,195 Views

1. Keep the civilization tech tree 2. Agreed, that the civilization tech tree needs more branches to give players more choices as does the magic tree - i.e. branches to more books of magic. Research and unlock a book, further advancement is based on applying traits to advance in that book. 3. Like Wintersong's idea of tech tree specific buildings - War Academy that gives bonus to war research and Science Academy that gives bonus to non-economic civilization

20 Replies 5,115 Views

In tactical battles the AI tends to ignore the sovereign, even if sovereign has defense of ZERO. If the AI unit is adjacent to 1 human controlled spearmen unit and human sovereign, it will attack the human controlled units before attacking the sovereign....i.e. AI attacks spearmen, sovereign heals spearmen, AI attacks spearmen, sovereign heals spearmen...... Perhaps, some logic to have the AI attack the sovereign, if the sovereign is within range and the atta

2 Replies 2,596 Views

I would like to see the spell range extended with new traits that give access to a specific spell or a new book outside the standard magic books. These traits would be limited to those champions and sovereigns that have already selected the mage trait.

1 Replies 2,055 Views

First, whereas WOM was a 4 or 5 (nice game, but boring), FE is much improved and and has the potential to be a 7 or 8. 1. Opening game is more exciting with monster lairs, recruitable or slayable champions and a wider varierty of treasures and quests to find. 2. I really like the technology progression, the slow pace means that a player's choice has a real impact on game play. Do I choose to research 3 or 4 fast reasearch technologies or 1 powerful but time

1 Replies 2,055 Views