They really should steal from the greats here and just rip off pokemon. So then you could only cast Tame on units below 50% health, and then you could make it unrestiable. Also then it wouldn't be random and you could only get monsters you could kill anyway, preventing early game abuse.
DsRaider
I think a simple system where monsters reduce the population of a city is best, with higher level monsters doing more damage and maybe even destroying a random improvement. The monster would then wander off and not attack that city for x turns. Also monsters could haunt resources, ie instead of wandering around forever they could attach themselves to a mine or something and deny players the resources from it. This would lead to more interesting situations where dragons could wan
Build Towns, and gold improvements. They are your main source of gold. I never have a problem with gold.
[quote who="mqpiffle" reply="6" id="3338321"]Not all factions are designed like Ythril.[/quote] I am aware. It is very easy to compensate for the difference though. I am aware of the differences and have played as every race. [quote who="mqpiffle" reply="6" id="3338321"]Consider both Tarth and Kraxis who have unrest penalties (+10% and +5% respectively.) Nerfing production would drastically affect both of these factions.[/quote] A 5-10% difference means nothing w
[quote who="Stupidity10" reply="3" id="3338235"]Either labor prices need to go up on traits and items, or armories and barracks are too good.[/quote] I think it is a combination of the unit cost reduction improvements and the super high production in Forts, not a problem with unit costs.
Conclusions and Analysis. -Every base melee unit needs strength. At 4 points there is no reason not to give it to militia, horsemen, spearmen , or any unit that will have any armor. Just this small change will help the AI a fair bit. There should be no available melee unit designs without strength. Even with leather armor it will boost initiative by 2. Alternatively you could get rid of it and give all units +20 WC, then add a new trait that give -20WC, and redu
Map: Default settings. Medium Size. 8 Players. Challenging Difficulty. I chose to play as Yithril because I wanted to test the AI out and this meant getting into a lot of fights with them. So I planned on being a massive warmonger. Started near a 4,3,2 and settled there. There was also a clay pit nearby, iron, and other resources nearby. As I expanded and took out nearby monsters like Butchermen my city leveled and I made it into a Fort, in order to better be
They said champion xp splitting has been removed, I have no idea if this is true or not. My champions do seem to be leveling very slowly.
At the very least Prisons should be reduced from 10% to 5%. That way you can't abuse them to completely remove unrest in you empire. One fort with a prison can remove the unrest penalty from having 5 cities... The Onyx Throne is also pretty overpowered at -30% unrest. Maybe 15% would be better, and even then it should be a unique improvement or even a wonder. On a similar note I think the Rebels trait should give +1 unrest per city, instead of a blanket 10%. That would giv
[quote who="Stupidity10" reply="7" id="3337204"] Fleeting Strike: Cannot be countered. Attacker moves back a tile[/quote] I like this idea. It could be an Assassin ability and also grant +25 dodge for 1 turn.
Thanks for the comments.
From 0.52 Changelog [quote]New system for weapon upgrades where we can define types (some axemen always upgrade to axes, swordsmen to swords, etc)[/quote] This will fix the weapon system anyway. I think the existing upgrade system is fine with just a few tweaks. [quote]Let us update unit accessories![/quote] Oh god yes. I hate having to have have 2 Mage designs just to give one amulets. Let rings upgrade into amulets or something.
Units that don't attack or use an ability are placed in a "defensive stance" which increases their defense. Guarded Strike places the user in that stance as if it hadn't attacked.
The Warrior Path is getting a overhaul in 0.52. Hopefully so does the Mage Path.
One thing I think that would really help make champions more unique and interesting would be adding racial traits to the general trait tree. Every champion could then unlock 3 traits that would be different depending on their race. Here is some info about the the races and their existing unit traits. Some races already have unique traits although and it would make sense to flush this out and give every race some for both unit design and champions. Also here are some ideas for champion
Ya we already have elemental magic traits the new ones like pyromancy aren't necessary. Maybe they could give +1 shard power instead, or just be replaced with destruction, enchantment, and conjuration as other have said. Also I really like the idea of broader summoning traits that unlock multiple elementals that still require elmental proficiency. This would be a much better system.
Isn't that a Troll?
They meant LH contains all the content from FE. As it is a stand alone expansion.
1. Connect it to your influence. 2. Rush the unrest reducing buildings. 3. Wait for the conquest penalty to drop. 4. Reduce your taxes. 5. Raze some useless cities. 6. Cast unrest reducing spells. 7. Station a champion, especially a Commander.
Technically Slags are type Dragon monsters. I'm guessing that's why.
I occasionally use the Hightower. Other then that no. Other people seem to like Wardens but I usually clear out all the monsters weak enough to be effected by it. Coltraps are too late game. Stables affect too small of an area. The chances of actually fighting anything beside an outpost is way too unlikely so I never build the stat boosting ones. You're much better off defending a city then using any of the defensive ones. I might start using the consulate because in LH growth has been sl
If you have FE then LH will only cost you $20. You couls also just wait for a sale and get it even cheaper.
Ughh. Steam is giving me crap at school. I will have to wait until I get home from work....
[quote who="jshores" reply="7" id="3332406"]I'd pay for DLC that expanded upon the naval aspects of the game. Ship building, decent ship to ship battles and abilities that enhanced a hero's sailing and naval fighting abilities.[/quote] I think that is also more of a Expansion thing. To do it right you would need new items, monsters, mechanics, goodie huts, resources, traits, and more. I think the best DLC would be a quest pack that added some long deep quests with some
[quote who="Frogboy" reply="69" id="3332260"]If a game is sufficiently successful in the marketplace, the modders will come, whether the tools are friendly or not. In hindsight, it was a mistake to spend the resources on all the mod tools we have because those are resources that could have been put into areas that appeal to most players and the mod community would likely have been able to accomplish nearly as much.[/quote] Well thanks for what you have done Frogboy. I for one have gre