I kind of like the implications...rather than a NAP I can pay a faction a few turns to shoot my units through there territory.
ogredpowell
@animageous: Barkspawn did not stink in DAO. His early AOE stun was sweet, and overpower(?right word?) is a mage-killer. Program his behavior to overpower mage in the first slot and watch him go around eating mages.
YES. I want a troll in full plate.
Interesting. Do they get wiped by the AI in your games?
After playing my first game, tarth got smeared early on. The new changes (most of which I feel are awesome) do not seem to benefit Tarth. I get the idea that Tarth is supposed to be one of the 'warrior races' of men, rebels who favor hit and run tactics as well as 'elite' units, hence the bonus when in small armies. This bonus simply does not work with the current swarm mechanic (which i like for the most part). If you want Tarth to r
I don't know- when elemental started, I remember it being stated that champions would be like 'the ten who were taken' in the black company. for those who haven't read it, these were powerful mages (sometimes Mage-warriors, shape shifters) who could decimate armies. At the same time, the black company was able to take some of them down. To me, a high level (10+ or more) well equipped w magical items should be a major force on the b
First off, I really like the trees and that even at high levels a hero cannot max out the tree. That way two 'warrior heroes' can feel completely different. However, I do agree the trees are too long. It stinks having to take 3 levels of defense to get 'diamond skin', or 3 levels of 'quick' to get 'finesse'. Therefore I agree strongly with pairing down the trees. Maybe have to pick 'defender&#
Yeah- dont think of Magnar as masters of mobillity like Tarth and Umbar. I think of the Quender as dragon-elf overloards in imposing black plate leading hordes of poorly armed/armored slaves. If anything, light plate makes more sense for them.
after a 5 month hiatus from the FE beta.... 1) I love swarm, great mechanic! Though I love an uber unit (especially heroes- please buff...hint hint) having to send some weaker support units to prevent dogpiling makes sense 2) totally agree with the map sizes larger. Its ok if a charging cavalary unit can get across the map, but it cheapens the advantages of mounted and ranged units. 3) Agree with a 'lineup' section- this could even b
am i seeing things, or is that fallen and men in the same army? does that mean *gasp* that we are going to be able to build army types of units not JUST of our race? Ie i could play as magic based pariden but yet somehow still train trog soldiers? or am i hallucinating and seeing what I want to see?
Elemental, I finally get over you, move on.......and there you go pulling me right back in again!!!!!!! looking forward to this. I loved how in Fall From Heaven, the firs part of the game was 'player vs. the world' and then eventually became 'player vs other civs'. looks like this will be similar.
there IS a way to do it, only its complicated- there is a 'factoin creator' optoin in the 'workshop' section but there are some bugs in the coloring. I've actually found it easier to mod my own factoins in. What i do is create a faction with the 'faction creator', then copy and paste the XML of the 'vanilla' faction with the colors and names created from the faction creator.
I actually agree that system itself that is in place is fine. I LIKE the ideas of physical spellbooks, but the only thing it seems to really need is MORE spells and more intelligent AI use. A more intelligent AI would remove the need for playing on rediculous/rediculous. Although I'm more of a MOM fan, I actually do LIKE the idea of wizards towers from AOW II and would like to see that idea reinstated (including ) and a spell points system. Howev
as far as i know, we cannot cast raise/lower land in an enemies ZOC, correct?
another thought? I personally LIKE having differnt 'color nodes' I like the idea of both. You could either a) make colorless nodes more prevelent but WEAKER than designated color nodes, OR b) make cololess nodes present but rare sounds like the OP would favor A. Part of the reason of having colored nodes is to make the magic victory harder (not just an 'i win button' when you research far enough in the magic tree.
thanks for your help
Minor factions. I love them. I was wondering if I could get advice on some xml changes to bring them back- My vision is to 1) bring back all the mionr factions. I notice they are still present in the race-configs, so that data should still be in there. 2) Alter what they are. Id like them to be different in that they dont build pioneers and the leaders wont be channelers for the most part. that seems to be more straitforward. <p
yup! It is too monotomous to order soldeirs to move with trade routes. Let us just add em to a caravan and patrol with them!
Agree for the most part. A couple of things I would add? 1) I like the spell books. just give us more spells 2) I like the idea of master of magic type combat spells- casting from a wizards tower to ANY battle in your influence, even if you arent there 3) agree with diff damage types and resitances. agree with siege battles Last- PLEASE make it possible to have varied races in your armies. If I conquer a tarth city, please let me have
1.1 has come a long way- and the pop as a resource thing is really working. I like how you have to make a choice how you spend your pop and how it encourages specialization. This could be the key at making the factions and races feel DIFFERENT- make each population type its own resource! As in you have a supply of men (altar), and if you take over a city run by Irane you have a supply of Tarthians. Then tie the faction strengths into the population. Cu
Disagree with the ramboing comment from Gene1966. I LIKE the fact taht you can go around 'ramboing' as a soverign. Would would be crucial would be a choice, for there to be an advantage to staying home as well. This would be.... WIZARD TOWERS! Ala AoW2! By keeping your soverign at home, he has massivily incrased spell range (like anywhere in your terriroty), plus esence production. This would a) give a soverign a REASON to stay home and g
Boogieback, could we please have a revamping of minor factions? It would really remind me a bit of neutral cities back in MoM to have them be more of a power. I still remember losing cities to neutral powers. Basically, I was hoping for something were minor factions worked a lot more like major factions. The only/major difference would be no pioneers and no channelling (to fit with lore). This would make them eventually be a force to be reckoned with, have marriable childr
yes. but they still cheat to a 'not fun' extent. If the faction doesnt have leather armor, their soverign shouldnt have lord plate and a lord hammer. However, if they want to cheat by giving them veresoins of 'Azures Armor', the Shield of the Soverign, etc i'll by them having that at least. Its not fun when youre kicking Kraxis's traitorous behind, and you cant fniish him off because although he cant make a metal sword, somehow all his kids have the sword of
I agree with the OP. taking prisoners (similer to King arthur, the roleplaying game) would be a nice touch, espeically to 'force peace' with an enemy. Ie you captured the aforementioned son or daughter of Magnar, and when arranging a peace treaty 'giving him back' would help seal the deal. The option to execute should be provided as well, and maybe trying to convert? speaking of heroes, fallen champions would be nice please.