in fact, Brad just replied to another poster who asked pretty much the same question: https://forums.elementalgame.com/442382
Azunai_
i've seen this on a city after i conquered it, too. unrest was at >100% (mostly due to the +50% temporary unrest from occupation, i also had some 22% from taxes, some 20% from number of cities and the territory wasn't linked up with the capital). 100% unrest means all production and research of that city is reduced by 100%, which translates into infinite build times. the game probably doesn't have a separate text label for this sitation, but "continous" is close enough to "infi
[quote]Added Battle Cry as a new Commander trait[/quote] that's nice - looks like commanders are going to be really strong support champions for players who enjoy playing with trained troops.
it's nice to see that you can make archers useful by stacking some racials and traits in your favor, but that doesn't mean that bows are on par in the current system. you don't need specific racial picks to make decent melee units. if you don't stack the whole faction to make it an archer faction, you get a 7 attack shortbow with -8 initiative. with wargs and "fast" and +2 or 3 init from an essence fortress they barely make it back to a "neutral" 20 initative. this of course a
as far as i know, there are two options: - the Road building ability is tied to mancer blood i think (not sure, could also be Legacy of Serrane) - so if you play the Capitar faction (or a custom faction with Mancer blood [or Legacy of Serrane?]) you get Road building on Pioneers for free and the road building trait for other units - i think one of the paths for commander champions (administration or merchant i think) ends with the road building trait, so if you lev
ah ok then i misread your comment :) don't know if i agree with your point, though. i always assumed that earth magic was more of a melee support school. the 2 melee type sovs (markin/verga) both have earth magic, several of the melee champions have earth spellbooks and the spells aren't really mage material - the book is full of buffs and only a handful of tactical spells, one of which (shockwave) is cast in melee range. i guess the idea behind earth magic is sort of a
i never noticed that warriors can't cast giantform - is there a hard limit that prevents them from using it? i'm pretty sure i've used it on melee heroes before - was the spell changed recently?
if that suggested change is easy to implement, it probably wouldn't hurt to just add it to the next beta patch as a temporary mechanic - this way we get a chance to playtest the dreaded "champion stack of doom" and give some feedback how overpowered it really is. i suspect that a champion stack wouldn't be that super powerful anyway, so maybe Derek/Brad will consider softening the XP split mechanic or removing it altogether if playtesting suggests that it won't break the g
a few hints: - only factions with life magic have healing spells (such as the regeneration buff parrotmath mentioned, or direct healing spells at higher levels of life magic) - natural HP regeneration of units is based on the unit level. if your militia survives a few levels, they will heal faster with every level up (IIRC they heal 1 HP / level each season, so a level 5 unit heals up to 5 HP per turn) <
yeah playing with self imposed rules works fine for individual players, but on the other hand, there will be enough players who play the game once or twice, find an overpowering strategy, win easily and stop playing the game because it's too easy to win. imo, if the devs can improve the balance to avoid that problem, they should do so.
i've read a lot of comments about the XP splitting between champions in the same stack and the desire of some players to have champion stacks as a viable mechanic. My suggested solution to this problem is to change the "Adventurer" sovereign profession; the general idea of this profession is - i think - to be the first choice for an RPG based playstyle with focus on hero characters. So why not make this profession remove the XP split between champions in the same stack? this way,
well that fortress thing works, but it doesn't really affect the balance of the game much. by the time your cities grow to size 4, the game is usually over. you won't have level 4 (or even 5) fortresses in the early/mid game and that's the interesting part of the game. once the snowball effect really kicks in and you get to the steep part of the exponential growth curve, the game is decided - removing a portion of the global unrest has very little effect at that stage, imo.
i'm pretty sure that AI factions get some XP/turn for their heroes - they don't seem to fight monsters much, but somehow their champs are all mid-high level. wouldn't hurt to get a similar effect for the human player, too. some baseline XP per turn. and the option to increase the rate by building the adventurer guild. at least this way it would be beneficial to get more fame and unlock the heroes earlier - the longer they are around, the more free XP they get over time.
i'd rather see a change in the % values, that's the way civ 5 handled the unhappiness on larger maps and it works quite well there (large/huge maps have a lower per city unhappiness than the small maps) also, according to change log for 0.8, the administrator III trait reduces global unrest by 10% now. i guess a large empire can afford a few extra units to get some commander champs to admin III.
[quote]Administrator III trait lowers the unrest in all cities by 10% (instead of just the city the champion is in)[/quote] now that's an interesting change. will be interesting to see how this will affect the global unrest percentage balance. i never considered the administrator line worthwhile before, but with this change, it may actually become a solid choice. admin 1&2 are still a bit of a waste, though, since the guy will be out in the field farming XP for admin 3. switch
my 2 cents on weapon balance: axes (cleave) are the best weapons now. don't know if it's fair to call them overpowered, but i think they could use some limitation; very little reason to use other weapon types once you get to battle axes; maybe cleave shouldn't do full damage to all affected units spears are similar to axes. impale is a bit harder to pull off with foot soldiers; mounted spear troops with charge are very strong though, since the high movement a
When you load the save, an army of corpse spiders is selected; just press end turn to crash Note: the game (usually) doesn't crash wehn nothing (or one of my own units/cities) is selected This bug is reproducible on my machine. you can DL the zip file containing the save and the debug.err file here: http://dfiles.eu/files/accw7menb
how about an extra slider on the world setup that sets the relative abundance of mount tiles? pretty much a copy/paste of the resources slider, but only affecting either the number of wild horses/ wild wargs on the map, or the production rate of the stables/kennels (or both). "high" setting would be what we have now - virtually no restriction once you have the tech; you'll typically find a horse or warg node within less than 20 tiles of your starting spot; with high setting, mount
can't speak for "above", but my last game with hard AI/hard world difficulty, several of the AI factions lost cities to roaming monsters.
a great - i was confident that you would eventually make some official/canon version of Kulan and Carrodus. I used custom versions of them for a long time - makes me curious how far off my trait selection for the two guys is :) also looking forward to the defender overhaul. they used to be my favourite path in FE, hope you will cook up some interesting perks for them :)
i started a new game and made a warrior sov. the new tree is better than the first version, but i can think of a few things that could make it more interesting. the main trait line for damage - lethal 1-3 seems ok, but the effects are pretty weak. instead of removing letal 4 & 5, you should have removed the lowest 2 ranks (so basically you'd get 3+4+5 damage). later in the tree, another trait that adds 1 att/level would be nice; the axe/bruiser/impale/sword lines
i don't think juggs need a buff. i've always seen them as a temporary thing - when you unlock them, that's a HUGE window of opportunity that basically allows you to steamroll the map. they lose their big impact once baseline troops show up in company strength with plate armor and high powered weapons, but nothing gets even close to their power at the medium tech level that allows you to build them. if you unlock them early enough and use them recklessly, you win the game. there wi
there's probably another city outside the wildland that is too close and blocks the settlement. i had the same problem in one of my games; after i deleted a city that was pretty close to the wildland, i could settle a city inside.
i had that bug, too. my sov was in a wildland (scrapyard) when i crossed 400 fame; the new hero i picked never spawned, but was visible in the list on the left side. later in the game, i used the "call of the titans" spell to assemble my roaming champion stacks and the missing hero was also teleported to the target tile of the spell.
i don't agree with the assumption that they are unbalanced. fire is definitely the best school for tactical damage spells, that's obvious. but that doesn't make it supreme. other schools have other purposes. earth gives you awesome buffs (hammers/set in stone for city production, stoneskin/natures grace [? not sure about the name]/giant form as unit buffs, tremor and earth quake as strategic spells; water gives you slow, pandemoinum (very strong when you make it instant with the s