Considering that power ranking seems to be what the AI uses to evaluate its ability to face you, it needs to be accurate, but right now, that rating seems to think that if a faction can just get enough companies of spearmen, they can threaten that 50-defense champion. To give an extreme example, I have a level 67 hero (through Paragon abuse) with 100 attack, 70 defense, 231 HP, 88 dodge, and 217 spell resist. My power ranking? 137. Given that this champion will plow th
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[quote who="Gorde" reply="6" id="3170462"] *On the "collect 2 dragon eyes" quest (which really isn't difficult to research up to), I suggest toning down the freeriders camp a bit if you want anyone to succeed around the level they can go on the quest (that fight in a normal difficulty game spawned 9 huge groups of better equipped guys and very easily handled the best I had).[/quote] Not sure I'd agree here - that two-part battle is doable if you have power-leveled heroes
Seconded. We want to give feedback, but need something to give feedback on, and Beta 3 in its current state has been reviewed to death already.
Just a few things I ran into while playing a game to see how far I could take Enchanters + Master Scouts + unfixed Paragon spell (now have 72 mana/turn and a level 37 champ) - in the process, I've encountered a few bugs. *Loading/reloading the game seems to remove all resources in the Fog of War from the map until you scout them again. *When a damaged unit levels up, its current HP doesn't change (for companies, this can actually cause the group to have less men then b
[quote who="DirtySanchezz" reply="3" id="3166484"]I used to think that playing only against AI and not human players was pretty pathetic, but this may be a new low![/quote] Yessssss.... The hate within you is swelling....
Definitely agree that this needs another round of patching after the new patch (hopefully, please?) comes out in the next few days. Finding the right balancing point for when Strip to the Core should come online (along with reaching the point where the Kultorask is tough but not nigh-invulnerable) will need a good deal of ironing out, and some of the other Vasari loyalist & rebel techs will need another go-over after the overwhelming balance issues are addressed. And this sh
Interesting stuff. Regarding a trait to negate enemy tactical combat spells, I think something that significant shouldn't be so chance-based - a guarenteed free counterspell at a hefty Spell Mastery penalty seems more reasonable. Definitely like the idea of the Sovereign having some unique spellcasting capabilities.
A good idea I heard on fixing Strip to the Core was to make it require a minimum loyalty to use (so the planet couldn't be too far from the capital). You could add in Mobile Rulership increasing planet loyalty beyond the max when the Vorastra is in the same gravwell - alternatively, you could have it reduce capital relocation time & cost for the well the Vorastra was in. Both would make it so that stripping more distant worlds would be possible but time-consuming.
Basically what the title says - casting Paragon on a champ doesn't reduce your sovreign's HP, so the only limit seems to be mana available. Also, the XP given is scaled by any XP boosters (like Potential and Trainer) present, so you can actually end up gaining more than one level every casting. Giving a level 20 champ 2 more levels for only 90 mana = [e digicons]8C[/e]
One idea, since choosing Path of the Governor means you're not choosing an adventuring based path, it seems reasonable to give such champions continuous xp for remaining in a city. Since it takes more xp to reach higher levels, traits like 1xp/20 population/turn seem reasonable, allowing the governor to grow with the city.
The problem of a boring lategame where you've become essentially unstoppable, but still need to go through the motions in order to win, is a problem in nearly all 4X games, FE included. While the problem may seem to lie in the win conditions being too high, in my view, the problem lies more with the AI failing to respond as your empire goes from "powerful" to "unstoppable juggernaut". Continuing their regular strategy is what allowed you to get strong in the first place (and w
Just taking note of the fact that you can start casting Tame before there are any targets next to you, meaning you only have to take one round of attacks, rather than two. Not sure if intended.
Another big issue, the AI will gladly throw waves of frigates and cruisers into range of a VR Titan's Nano-leech, making it basically invulnerable - if the AI is supposed to threaten Vasari rebels at all, this needs fixed.
...because right now, a level 4+ Vasari Rebel Titan will basically autowin vs. arbitrarily large AI fleet(s), since they will just let all their ships sit in range of the ability, getting hammered with uncapped AoE while the titan enjoys an endless supply of HP and antimatter. Once you've charged into the middle of the enemy fleet, it's already over. If they ran their ships away while hitting the titan with bombers, combat would actually pose a threat, bec
So I'm playing the Vasari rebels, and want to ally with the Advent Rebel faction. The Cease fire option says it requires 4.5 relationship to become available, but I've now gifted enough resources to boost it to 5.1 and the Cease Fire option is still blacked out. Is this a bug, or is there something else that I'm missing?
Since I'm getting this game for free after getting Elemental, it would be nice to have something to give you money for - you guys are a nice contrast to mainstream publishers. This has my vote.
[quote who="Zubaz" reply="26" id="3154047"] Quoting Thomas12255555, reply 16Vasari have unleashed their secret plan to beat Diablo 3... heh.[/quote] Indeed - word is that there's an Antorak Marauder using Sabotage - identifier is Error 37.
This idea makes sense. It would also resolve the current issue of the game design encouraging you to run at no taxes for as long as possible to keep your research competitive.
[quote who="scifi1950" reply="6" id="3147597"] I also think 10% of value kind of ruins the fun of getting loot. If nothing else change the value to a lower number so it's not so demoralizing to sell a $1500 magical axe for $150. [/quote] Very heartily seconded! It is true that selling loot in earlier versions easily made large amounts of money - but I think the solution should fall more along the lines of reducing the value of
Just finished doing the master quest in 0.913 (with cheats - they actually proved necessary at one point), and I encountered some bugs. First off, since the Dragonlord attacks as soon as you get to the original dragon statue with the two eyes, and beating him wins you the game, that renders the whole mountained-off section with a gate and him inside irrelevant. I get the impression that returning to the dragon statue is supposed to open this area (and not make Wae
Just had a simple idea on balancing superweapons - since their main purpose seems to be for breaking a lategame stalemate situation, perhaps the balance solution is just making them even more expensive - say, pentupling the tech price, then making the weapons themselves 2-3 times as expensive. With that implemented, they'll never see play until the very late game (as seems to have been the intention), and the rate at which they can be spammed will be reduced once that point is rea
Since you'll still be in the process of differentiating some of the factions when we get Beta 3, how about we get regular faction differentiation updates regularly over the course of that beta segment (in a way that doesn't break saves). It would be nice to receive updates more regularly, and would allow for more immediate feedback.
Right now, techs following the initial ones take around 25-30 turns to produce, which drags down the pace of the early game (along with high structure build times, which I think should also be reduced). However, a boost to early game research, as is, would make early core techs (armor, iron weapons, etc.) very easy to reach, which would run counter to a diverse selection of openings. It seems to me that the way to get around this would be the addition of more intermediate techs, w
Not sure if this is a bug or intended, but when I fought the final boss, I initially used Escape after doing some damage, then had the sov & champs use a bunch of healing salves, then reenter the fight and win. Afterward, I did not get the magic maul promised as a quest reward. Not sure if this is working as intended.
Today, after playing earlier, Fallen Enchantress has crashed whenever I try to load my most recent save files. Loading earlier files works fine. Here are the download links to the corrupted saves: http://www.gamefront.com/files/21215880/s9.EleSav http://www.gamefront.com/files/21215884/AutoSave.EleSav And here is t