Sarudak

Sarudak

Joined Member # 2646176
1 Posts 203 Replies 10,270 Reputation

[quote who="Heavenfall" reply="9" id="3096686"]How do you mean? If someone likes their free will, they are less inclined to use an item that takes it away.[/quote] What I mean is I believe if either side actually values their free will more it would be the empires. They are after all the more individualistic society. Whereas the kingdoms are more focused on heirarchy in society and maintaining social order. I believe a member of the kingdoms would be more willing to use the mace as a

52 Replies 31,031 Views

[quote who="Fistalis" reply="18" id="3097539"] Quoting seanw3, reply 11 I know that my ability to mod makes me different than most users, but that is how I see it. Using notepad isn't THAT hard is it?[/quote] No but XML causes head pain in mere mortals...

142 Replies 291,912 Views

[quote who="Pyrkaige" reply="4" id="3097478"]So far, most of the areas mentioned in the poll are getting better with each patch, which is great to see. One area that hasn't gotten a lot of attention: making the cities individually interesting, and overall joined as a culture. Having a lot of cities spammed all across the map, with even more area taken up by outposts, feels like a weak area of the game. As has been discussed elsewhere, individual cities should be give

142 Replies 291,912 Views

You're using magic poorly if you don't find it useful. Spells like obscuring fog and guradian ward kick butt in archery battles. Focus + flame dart can help give your archers a leg up or cut through heavily armored troops. Flame pillar (strategic) can cripple or wipe out whole armies. Cloud walk gives you instant defense anywhere. Tremor can be used to stop raiding armies. Slow is great for taking out frighteningly powerful monsters. There's more.

6 Replies 4,825 Views

[quote who="Tasunke" reply="8" id="3095753"]I was under the impression that each tech in a tree grew slightly more expensive based upon how many techs you already had in the tree. I could easily be wrong though. -> if its truly only graphical ... then perhaps magical weapons should be in the Warfare tree (with a magic tech prereq)[/quote] That was in WoM

13 Replies 6,139 Views

[quote who="LNQ" reply="10" id="3095703"] You can always have .100 after .99. Or .991. The numbers don't mean anything, except that 1.0 is the first release version.[/quote] Actually even that's not for sure. If you look at minecraft the betas went up to 1.8

16 Replies 4,844 Views

Awesome! Except. Given the version numbers it sounds like you're gonna be at 1.0 within a month. I think the game needs more polish time than that.

16 Replies 4,844 Views

[quote who="Beric01" reply="7" id="3095043"]It seems you ignored an obvious option. What about making these "Starting" techs more powerful and expensive? They don't have to be first-tier, even. It gives a bit more imbalance, but would be a lot more fun to play. What if I have my advantage for at least 40-50 turns?[/quote] How is that not exactly my idea #1?

29 Replies 95,925 Views

My suggestions on faction differentiation. We really need faction differentiation somehow. Units Techs I focused my suggestion on what I thought would be relatively easy to implement and give a lot of bang for your buck. While I don't of course have any idea what the code is actually like I think these could all be implemented through XML changes. Except mayb

209 Replies 671,207 Views

[quote who="Gandhialf" reply="28" id="3095025"] So why not "shifting" the modifier: [1] - Modifier : Club, Spears, Staves (?), One handed Axes [2] No Modifier : Knives, Swords [3] - - Modifier : Heavy Blunt, 2 Handed Axes, All Magic staffs[/quote] Welcome to the thread and that's basically exactly what I'm suggesting.

37 Replies 64,831 Views

Your champions would gain slightly more experience total by being grouped together but you would still have the penalties to the trained units which means that you would probably still get less total experience from each unit. I agree that part of the problem is the lack of options to gain experience. We really went from feast to famine and while both are detrimental famine is considerably less pleasant.

12 Replies 13,760 Views

Those would work too. The key point is that the current starting tech system adds just a hairs breadth above nothing to game and needs to be reconsidered. My ideas might cause balance issues (especially the first) but at least they would be fun and characterful.

29 Replies 95,925 Views

[quote who="Frogboy" reply="26" id="3094968"] Screen dirt = 1. [/quote] I really don't understand what you're saying. [quote who="Frogboy" reply="26" id="3094968"] We actually call them "fatigue points" in UI design. [/quote] Good to know. [quote who="Frogboy" reply="26" id="3094968"] The typical weapon in FE has no initiative modifier. [/quote] You say that but I don't believe it. Now I'm

37 Replies 64,831 Views