jecjackal

jecjackal

Joined Member # 3573282
1 Posts 60 Replies 13,013 Reputation

[quote who="Lantros" reply="41" id="2951035"]I have played 2h yesterday. I think, when the pop.thing and growing house/food thing works as intended, when there are more events and the tactical AI is better, then 1.3 is the same big step like 1.1 was. It feels like this is the right direction. Most of the things are already described by other players in this thread. I don´t have to add something. I like that I'm not being mobbed by champions now, but maybe

69 Replies 172,593 Views

I am playing as a custom empire faction. When I place Archivists, they always consume 4 population. However When I place a unique building (1 per city or faction) the cost continues to skyrocket in terms of population. For example, the imperial palace is supposed to take 50 population but it was taking nearly 150 population.

0 Replies 1,790 Views

I have played for a few hours today and I feel these changes show great promise. However I ran into a few things that could use some balance/fixing. I fought Capitar's wife who had 7 armor. I was using a party (4) of spears (9 attack) and I routinely broke 20+ damage. If there is currently a "bonus" to attack from numbers, i feel it is too high when fighting a single target. After all it doesn't matter if you have hundreds of soldiers, if your fighting 1 person, only so

69 Replies 172,593 Views

[quote who="Frogboy" reply="44" id="2949016"] Quoting Cruxador, reply 39All in all, a lot of good stuff here. quoting post + AI now evaluates which player they care about the most with Dynasty ties being a big motivator. When a sovereign dies, it will give its kingdom to its heir. Oh heck yes. Just like that, dynasties have become a thing which matters. I hope this change makes it into FE too, even though that game will have dynasties disabled by default. + Rep

89 Replies 175,894 Views

[quote who="Vallu751" reply="37" id="2948671"] A 4 man unit that displays 8 atk, 8 def is actually four distinct figures each with atk 2. Not 100% sure about the defense since I haven't been playing for a while. I've requested for MoM style of displaying the stats: always show stats of the figures, not something calculated together, but it hasn't been changed. The 8 atk is quite misleading since there's no number 8 anywhere in the calculations being done... just 4 rolls of 2.<

89 Replies 175,894 Views

[quote]+ Special buildings now longer required to build special units. Instead, these buildings provide bonuses (i.e. no need for a command post to train groups) [/quote] If I may be so bold, this change will drastically improve the AI. When was the last time you saw the AI build groups of units (squads, companies etc)? it wasn't because the computer didn't have the tech but rather that it couldn't because of the command pos

89 Replies 175,894 Views

[quote]+ Trained units default HP reduced from 5 to 1 [/quote] *whistles. Frogboy, Are the training times getting reduced for units? I think a lower training time for groups combined with this change will really give an "epic" feel. I am also curious if "Death Worshiping" and "Brave" are being changed. A 5 or 10% bonus to health won't mean squat if your base health is 1. Looking forward to the beta

89 Replies 175,894 Views

[quote]Notable locations no longer require a tech level Quests no longer require a tech level Special buildings no longer required to special units (but they'll be helpful)[/quote] Frogboy, I was wondering if you wouldn't mind elaborating on these changes? What purpose will the adventure tree hold if you can do all quests and locations from the start? What kinds of helpful effects will the archery range confer to archers?

271 Replies 433,019 Views

Unit Ability Woodsmen- No Terrain penalty through forest . Mountaineer- +20% def when defending in mountainous terrain. Faction Ability Stubborn- Faction takes 25% less morale damage than normal (if morale is in FE). Thrifty- Faction pays 25% less gildar cost for units. Die Hard- Units/Champions of this faction get +20% health. Item Prismatic Shield

140 Replies 247,921 Views

Can open....worms everywhere.... There are some great suggestions here. I for one would like to highlight my own city issues. Auto Leveling of Housing/Libraries. Instead, I would like to see it as an upgrade option. This way the player has the choice of say having 5 people for 5 materials (or whatever the library cost is) gaining 1 tech vs +10 people +5 materials to get 2 research. Locational Buildings- It would be cool if buildin

32 Replies 76,645 Views

because you can never have too much of a good thing? Great ideas heavenfall Maybe you could make a hero talent that represents over and underpowered. or even an item. Equip this item and your spells cost 10% more and do 10% more damage.

30 Replies 22,906 Views

Derek, i think i have a suggestion that could be a good compromise to the succession issue. Upon player death, the player is given the option to save the game as a "scenario" if they have a successor. Then the player would get a score based upon their deeds in history (of the killed sovereign). Then if the player wishes, they can play the roll of their son or daughter and play the game from the successor's eyes. I feel this would really add a nice touch to the game.

102 Replies 94,239 Views

Some ideas that could spice them up (for something beyond 1.3 where it be FE, game3 or 1.4) Could possibly find a rare ore or material that could be made into one piece of equipment for a character. Possibly find a champion to recruit (very rarely. Find blueprints off a lost tech. This would be a tech that cannot be found otherwise. Found a special resource (location turns into a random resource) &nb

271 Replies 433,019 Views

[quote who="Heavenfall" reply="254" id="2944365"]Please, please, please add the New Setup option: Notable Location frequency option in 1.3... and one for location-quests too! I'm so tired of running after the same old goodiehuts, knowing exactly what's inside. It's no longer exploration, it's a guaranteed resource boost. [/quote] Just curious, are you thinking of turning them off or set to very low to minimize the boost agains

271 Replies 433,019 Views

Thanks for the update Frogboy. Sounds like 1.3 is going to be pretty major. Until a few days ago, I don't think any of us expected the economic tweaks. [quote who="Lord Xia" reply="230" id="2942761"]Yay! Now, if champions are harder to find, I am fine with that, but we really need a spouse option OR if we start with a male Sov, can Janusk be female? [/quote] I had an idea that I feel could be easy to implement. There could be a

271 Replies 433,019 Views

[quote who="Kadrium" reply="18" id="2941810"]Brad, how do you plan on tackling potential problems when you conquer another faction? Suddenly inheriting 15 extra studies may really throw a wrench in my population usage. EDIT: I'm on board with limiting city tile space, too. I'd like to see terrain affect it as well, so building near woods or in hilly terrain might cause space issues and give me a reason to chop down woods or use magic to raise/lower land and give

32 Replies 87,854 Views

Frogboy, are you going to extend this idea to troops? Maybe the 2nd, 3rd and four training tier take up that many people per person in the unit. ie, int popUsed = trainingLevel*unitSize;

10 Replies 4,418 Views

Actually that population mechanic sounds great. I would describe it for fluff as the following: Diminishing returns occur because it takes more manpower to accomplish the same amount of work. For example, the impact one researcher has on a society (the first researcher) is greater than the second researcher. Throwing more people at a problem does not have a linear affect. Cooperation and time management decrease efficiency overall. Trying to coord

10 Replies 4,418 Views