[quote]And don't start with such a low number scale unless you are going to allow decimal points. So, for example, if you have a cudgel with an attack strength of 20 points, then make a staff 23 points but just add a slight defensive bonus. Spears could be 30 points, War staff could be 35 points with a slight defensive bonus. Daggers could also be low, say 25 points with a combat speed bonus, swords going up slightly with the best weapon in the late game at say around 70 points. <br
jecjackal
[quote who="Heavenfall" reply="54" id="2962886"]In 1.2f, the cityhubs need to be changed. The tag 1limits how many of repeatable buildings may be built. It is set to 1 per level in all cities on all levels. [/quote] ok, i haven't built a second city so let me get this straight. If I have a level 3 city and a level 1 city, i can only have 3 studies?
[quote]+ Only 1 study for a level 1 settlement. +2 more for level 2. +3 for level 3 and so on.[/quote] Played F for a little bit today. Once I got to a level 2 city I could only build 1 more workshop/study etc. Level 3 was the same. As currently implemented, the amount of studies/workshops is == city level.
[quote who="Heavenfall" reply="7" id="2962239"]Working on producing a dungeon system. If anyone is interested in building tactical maps that are more "indoors", let me know. - Dungeons function like quests, but they start the instant you visit one. - Dungeons consist of a series of increasingly challenging encounters against monsters, the deeper you venture into the dungeon levels. Levels will reward you with an appropriate reward, such as resources or
Happy July Fools everyone!
I'm not noticing the building limit as your describing Frogboy. I did notice a level 1 city could only build 4 non-housing buildings but I wasn't limited to 1 lab, 1 study and 1 workshop. I whole heartedly support the tax change. After 100 or so turns in the older system, I would be rich beyond my dreams. I'm actually having to wait to build things so my maintenance would be too high. Studies still take 4 turns to buil
[quote who="Derek Paxton" reply="55" id="2959762"]Players tend to have a little higher attack from cool equipment or large groups so they are closer to the 2 hit ratio (for even forces) that i discussed.[/quote] I'm assuming the combat system in FE is a good bit different from WoM. Before the latest beta series, I've had some very long peasant v peasant duels.
[quote who="Alstein" reply="60" id="2956917"] Quoting jecjackal, reply 58 Quoting Ploeperpengel, reply 57I'm all excited about the new unitdesignoptions but really you guys must stop using male armor pieces on females - that just looks odd. I know this is ressourceheavy to have two graphical representations for each piece of armor but is there a chance for that? Please? Edit: if not - maybe a gender switch in the armor related xml so that proper fema
[quote who="Ploeperpengel" reply="57" id="2956805"]I'm all excited about the new unitdesignoptions but really you guys must stop using male armor pieces on females - that just looks odd. I know this is ressourceheavy to have two graphical representations for each piece of armor but is there a chance for that? Please? Edit: if not - maybe a gender switch in the armor related xml so that proper female armor accessoires could be easily modded in later?[/quote]</p
[quote who="noobshot" reply="48" id="2956474"] Quoting jecjackal, reply 43anyone notice the training times on the units in the pictures above? 32 turns! ouch. yes quite ridicoulous. lets hope training times will be altered. i really hate to be sitting on a town waiting eons for 1 troop to produce. id rather have unit producing be somewat constant and not slow that way you can accually field and move around forces quite fast. to offset factions having good amounts of troops is
Did anyone notice the training times on the units in the pictures above? 32 turns! ouch. And to address the trait discussion, Some of the traits they discussed were stat bonuses and some were conditional stat bonuses. The Tarthian extra defense only applies at 50% or less hp. This couldn't be modeled as a simple stat bonus and needs the trait. While I do believe a lot of traits should be in this form (not just simple stat bonuses) there should still
Yea i believe each unit gets their own rolls. However, since a model has 2 hp now as a base, it doesn't take much attack to kill off a stack.
[quote who="Lantros" reply="12" id="2954910"] Quoting BoogieBac, reply 11 I'll make sure to make up for it in my next vid. I´ll remind you of that. [/quote] hey now, fog could really be an air elemental performing a violent act...
I just got another idea that might help with champions and combat. I think we can all agree that int and cha are mostly dump stats. While they do have a place in the game, other stats like strength and con overshadow them. So here is a way to potentially spice up these two attributes. Int: In addition to its current effects (spells), this would determine how many soldiers could be led in an army (units not counting individual models). Without a hero, I would make the li
[quote who="Heavenfall" reply="3" id="2954212"]The 4man sized squads really improve the game because, just as you say, it gives more room for champions to be great. A champion taking out a squad of men is pretty awesome, a champion taking out a single enemy man is not. However, the massive time it takes to train units is really sucking the fun out of the system. Coupled with simultaneous damage and each unit having so little health, it just seems silly all put together. Why does it take a gia
[quote]One of the objectives is to make it clear that champions (and your sovereign) are a very big deal so we want those 4 guys to be mowed down. However, the weapons they carry make them glass canons.[/quote] I have a couple of suggestions for this. Have a separate champion attack value on weapons representing their extra "honing" of the weapon. Obviously a scimitar is more potent in the hands of a champion than a normal warrior. <l
After playing for another 50 turns, this is what I've discovered. pros If you research "Quests" (or the kingdom equivalent), the new quest locations will show up in previously explored areas. This will inform you if you should go back and quest in an area. AI is building groups of 8 as well as groups with full armor + good weapon. I had to actually use magic (Gasp) to weaken them before risking my champions (my soldiers are
I conquered a city and destroyed a workshop. I already had a dozen in my empire so I was surprised when the workshop only freed 1 population. However when I took the city, my population went negative so upon acquisition of the city, it is updating correctly . Edit: I forgot to mention that razing a captured city will revert the incorrect pop (it will be exactly what it was before conquering the city). Keep up the g
All of the below experiences are from the first 50 turns of a game. Pros Better resource placement; they are more clumped together. More notable locations Good first pass of simultaneous combat. I can no longer solo adventure indefinitely. Monsters are more aggressive. More equipment variety in the notable locations. Population bugs are gone from what I can tell. Starting with 5
There are three issues with combat. You are completely overlooking one of them. 1. Equipment Tiers- This is the issue we are all aware of. Each time you increase a level of weapons or armor (or other equipment) you gain a HUGE amount of power. For example, going from the spear (9 attack) to the warstaff (15 attack) is a big difference especially when armor only increases by 1 per location. Dsraider is completely corre
[quote who="Bellack" reply="18" id="2952613"] Quoting DsRaider, reply 16Except it all is caused by poor balance, and adjusting stats would fix it all. While yes simultaneous combat helps the AI and works around the glass cannon problem, it does so by removing complexity and strategy to make up for dumb AI and poor balance. With simultaneous combat why would I ever bother do tactical combat, except to spam magic. Tactical combat has taken a large step closer to becoming pointless window d
[quote who="DsRaider" reply="14" id="2952389"] + Began work to make tactical combat occur simultaneously with the attacker getting a slight advantage (still more to do) I still think better balance would make this unnecessary and probably needs to happen anyway. Even having units one tech level higher is like a 4x force multiplier, which makes military tech the only really thing that matters, reduces troop design options, and many other small things... [/quote] &
[quote who="Werewindlefr" reply="64" id="2952024"]I'm really curious: what was the idea behind the HP/model reduction ? I mean, it was already too low compared to the damage/model (by a factor 2 or 3, considering weapon potency), so how can dividing it by ~4 make the game more strategically interesting ? This is a serious question - I'm not trying to make fun of anyone, I'm just trying to understand the decision process, the reasoning that led to this change. <br
Simultaneous damage won't dumb down the game, it will make it more realistic. To have two companies fight (or squads) and only the attackers get to fight is a bit wrong. What are the defenders doing during this attack? Yes they get to counter attack but only after you have made chopped liver out of the unit.
[quote who="andreharden" reply="53" id="2951754"]I think demanding a larger and larger pool of available specialists to build repeatable buildings is a workable idea - but this should be a check, not the actual cost of the building. The purpose of the dynamic is to slow and restrict building, not mysteriously vanish huge (unskilled) groups of the population. If my tenth study has an increased cost of 100 specialists, I should not be able to build one unless I have that many free p