[quote who="DragonRider862" reply="27" id="3135655"]The only alternative is that it's supposed to be focused very heavily on the Sovereign's adventures and questing. But if that were true, then why is the overwhelming majority of design space dedicated to city-building, resource management and civic infrastructure while your sovereign's magical progression is handled via a simplistic experience system?[/quote] That or randomly assigned techs
Stupidity10
No such thing as recruiting or strong quests
[quote who="Lantros" reply="18" id="3135625"]What is a nonpathetic monster?[/quote] What I mean is that 85% of monsters you encounter can be easily killed by your Sov, most games I can settle like 3 cities and clear out all the monsters without even stopping to heal. Trolls, panthers, ogres, darklings, spiders all can dominated by Sov
Snow, maybe at the extreme north or south on some maps Desert river, some lush grass and bush growing by rivers in wastelands
Fair, mostly due to skyhigh armor values, unblockable mass spells, Gilden getting heavy weapons and armor without encumbrance bonus, Yithril becoming more generic, shallow spell dmg system, annoying random techs, shallow Blood traits, no Umbar/Capitar and pathetic monsters. Slave lords, graphical refinement, iron golems, new loot/spells/quests are good though.
A playthrough of a Large map as Gilden with standard number of players and a few irrefutable truths. Started the game with a neaby 4/4 tile on a river and forest with metal. The river flowed far enough that I thought I might be able to settle a second city on it. So I sent my Sov in that direction found a wooden shield cast stoneskin on myself and cleared out the monsters. Screenshots from a couple fights: <img src="http://img20.imageshack.us/img20/719/trollvictory.jpg
[quote who="enoeraew37" reply="6" id="3135104"]Type Cntl-N to load a new map. Problem solved.[/quote] Except its gauranteed that 1-3 AI are crippled by the same thing per game. It would be ok if it was just a little thing but some start locations are really bad.
Just played a game as Yithril and steamrolled hard. Its a huge problem how easy it is too beat an AI early game and use his cities to conquer the rest of the map. Some ideas: 1) Militia need to upgrade better. Maybe its just how tough leather armor is but they dont do enough. 2) Newly conquered cities should require a garrison of some sort. If you conquer a city and just leave, it should return to the original owner or at the very least have rediculous unrest. Unwilling and un
[quote who="Glazunov1" reply="5" id="3134767"]Second idea: Fine tune the AI so that the Yithril AI demands research points from other players, either as one time or continuous tribute.[/quote] Teach us to live or we murder you? So crazy it could work. Seriously though, reading Yithril lore makes it seem rather unlikely that they build universities and studies (Me murder king!, Obey!)
Way too often do you start at a location with 2/3 or 3/2 and 1 resource (metal or horse etc) as opposed to by forest on a river with 4/4 and 2 resources. I am often stuck on a 3-4 tile wide pass between canyons, mountains or seas. I's not a big deal for me becuase I can just Ctrl N, but two of my opponents on average seem to be crippled by the same thing. It's no fun when just the terrain screws up my opponents.
While 0.9 is a step in the right direction I find that I have mixed feelings about it and was wondering what other people thought. What are a few things you love and hate? Love Iron Golems and Slaves: Adding unique units is always welcome New Stats: Removing secondary stats and changing accuracy/dodge allows for much more diverse champions and units Hate Blood Traits: seem much wors
Agree Unrest already exists but I don't think its affected by anything but taxes and buildings/spells. Basically it drops gildar and production in cities. It would be awesome if unrest was temporarily increased in captured cities by like 20% and having to much unrest caused an armed uprising battle to take place vs the garrisoned troops. These changes would be fairly simple but add so much too the game.
I agree with your comments on Yithril completly. They were much better in 0.87 when their troops cost more but were tougher as it made them unique instead of just slightly better at something. No ranged weapons seems unecessary, maybe if they didn't get either archers or magi but having neither just essentially makes them pure axemen. A research penalty would fit in well with Yithril and a research bonus for conquering cities would be fun. Maybe Yithril should get a limited range throwing
Inversely ive bought things i cannot afford and gained their price
100% crash from diplomacy screen from .9 update
In my capital at the start of the game it said that it was constructing a crystal foundry even though it hadn't said so on previous turns. The rush button was active even though I didn't have the gildar. When pressed it added the cost of the foundry to my gildar instead of costing it.
[quote]I don't like "random" spells, and I do believe it'd be nice to have some method of gauranteeing their exposure. Heck if the spell of unmaking is gauranteed given enough time and resources, manablast or barbs should be as well.[/quote] I agree that it's very annoying when the game randomly limits you, that said I don't mind quest reward spells that bad as they are niche but useful generally (shadow world, Alchemy). What I really dislike is the random techs for th
[quote]A reduction in power of the evoker series of traits (probably the most powerful by a fair bit), Path of the mage, a small nerf to the base damage and an increase in hit points would go a long way to make these spells less of a one-action game winners. [/quote] Im very suprised that Evoker has survived in it's current broken form as long as it has. It seems obviously OP and gamebreaking. What other traits increase something by 50% and stack with other traits? Spell res
Disagree with OP, monsters might be more agressive but they still only move 1 tile, rarely respawn and generally are weaker than your Sov.
Some Balance problems from my ealry experimenting with elemental. Traits Counterstrike +2: When I read this i naturally assumed that this allowed your champion to counter twice in a turn against two opponents. Instead it allows you to counter every attack with doublestrike. Seems quite overpowered, especially if other traits or items give even more counters. Finesse: Gives +3 accuracy if you have higher initiative than t
Agree, Bandit lord and hunter are both boring and underpowered starts Also nerf sorcerer and beatlord
No pretty sure thats a bug when i played 0.86 scrap golems stayed in their zone
pretty awesome
Yes but too be fair most FE testers arn't twelve and the game isn't about star trek/wars. So a little counts for a lot.
I changed my mind, they should import the Spore creature creator. Anything less and the game will suck!