i disagree. if you actually invest so much time into building up some fortresses for unrest control, you really deserve it. it' not like you can just rush them to level 4- it takes 100 turns or more to get there. the level 5 trait might be overpowered, but it's almost entirely irrelevant to the actual game balance. you have to delay the game on purpose to get a city to level 5 before the game is over.
Azunai_
doesn't make much sense to remove the unrest modifier from fortressess, really. if you were to do that, you'd also have to get rid of other empire wide bonuses for high level settlements. a level 4 conclave that gives you 10% more research faction wide or a level 4 town that adds +1 production per material faction wide (which can be anywhere from ~10 - 5% depending on how much production per material you currently have) essentially do a very similar thing, with the added benefit that
yeah, i posted pretty much the same topic a few days ago. it's not a big deal since it's easy to avoid the exploit, but i guess it should be fixed anyway.
in the current build of the game, one way to combat the rising unrest percentage from the number of cities is to build some extra fortresses and get them to level 4 ASAP and pick the "prison" upgrade for -10% global unrest. this mechanic works, but its rather crude in my opinion and i think it could be improved by making the process more gradual. the way I see it, getting a city to level 4 is strictly a late game thing, and frankly, at that point most of my games are already at
i think NanakoAC had a pretty good suggestion there - the most comprehensive solution might actually be to select a new unit and change the old unit into that different type. you can still use that for small incremental upgrades (just select the original unit type that was auto updated to the new available weapons/armor anyway). AI could do this by default - so not much headache teaching them what units they should upgrade to which new type. and the player could just design a new unit and upg
yeah, i think that's not in the base FE game - in the LH beta (at least as it is now) attacking an army sets your remaining movement points to 0 for that season.
[quote quoting="post"] I am really enjoying the game and already have many hours logged away. There are however a few things I think would really help it along: ... 4. I'd love to have random city names. Once you get to know the names in the game you have a very clear picture of the opposition empire before you even explore into it based on how far along the list a city's name appears. <
yeah I got General Carrodus as one of the level 9 champion picks (i think at 400 fame) and as far as i know, he's supposed to be the "canon" leader for capitar. I actually looked up Carrodus and Kul-al-Kulan in the XML files and re-created them as custom sovs for their respective faction. ha dto fill in some blanks since the Carrodus champion is level 9 and has stuff like Air 3/Life 3 which might be slightly overpowered for a level one sov ;) It's fairly easy to add them to th
i guess AI sovereigns get to pick 2 paths. last game i defeated procipinee and markin and made them vassals and both had dual classes. the trait UI only showed one class, though. so the extra class they get to pick may actually just add its initial bonus (like +1 HP per level for defender) EDIT: thinking of it some more, i think there is actually enough room in the UI for a third tab (for a second path)... maybe the devs were at some point (or are still) tinkering around with multicla
I really like the way this game has developed since I first picked up FE. I also liked the GalCiv games. I hope Stardock will stay an independent company forever. lots of good game studios were turned into money printing machines when they were bought up and integrated into EA, Activision etc. The industry needs someone like Stardock that reminds people that there's a better way than wasting millions of $$ on shiny games with shallow content.
if you replace the staff with a shield, you end up with pretty much the same dodge (depending on which shield you pick - wooden shields are worse, but kite shields and tower shields actually give more dodge), plus you can combine it with any one handed weapon (and pretty much every one handed weapon deals more damage or at least adds a special attack) dodge units are nice, but when they fail to dodge, they usually lack the armor to survive the hits. and as others have said, amarians a
also, a unit can only attack once per season now, so even a fast stack with 5 moves needs at least 1-2 seasons per quest.
another option (a bit cheesy, though) would be to make the familiar an inventory item. familiars in D&D for example are often small animals like birds or cats or exotic creatures from other planes such as imps a different champion could equip that item and it would grant them access to the same spells as the sov. this way, it would obviously use the champions defensive stats/hit points making it significantly harder to kill, but on the other hand you'd have to choose whe
isn't there some famous quote that "compound interest is mankinds greatest invention"? (I believe Adam Smith or Albert Einstein - really not sure) i find it pretty funny actually that you can create such an insane situation, but i think most games are over a lot earlier so this kind of silly scaling doesn't affect the majority of games. i don't think I ever played a game of FE that took more then maybe 250 turns. though with the new production scaling at game setup
with the current 2% unrest per city, that guy alone would basically remove the extra unrest of 10 cities. that's a pretty strong upgrade line you suggest there. i think it would be a very solid choice especially for large/huge maps - i'd probably make my first hero a commander by default, and possibly also the sovereign. especially for factions like gilden or yithril that have some really powerful trained troops a high level commander that boosts his elite stack and occasionally picks
warrior changes sound great! that's exactly the right direction - less stat increasing boring perks and much more "click->boom" action stuff. once the other 4 paths get similar streamlining, i'm sure the expansion will be much closer to the "Legendary Heroes" theme :) really excited now
yeah the game could use some form of free spell for starting mages - something like the D&D classic "arcane missiles". it could be really cheap (like 3 mana or something), deal decent damage for a low level spell and stop scaling at low/mid levels (like 1-5 per level up to a maximum of 5-25 *hint hint D&D rip-off*). you could use that spell as your baseline attack that gets unlocked with picking mage spec (just like counterspell) a destruction minded mage probably would
[quote who="Trojasmic" reply="8" id="3336432"] Wraith Touch and Flame Tongue are awesome! You guys just aren't leveling your units high enough. My units were doing 56 damage with Flame Tongue.[/quote] if your trained units need to be high level to make the racial skills worth using, I wouldn't call them awesome to be honest. trained units are essentially cannon fodder - sure you can have a stack of elite units and if you play carefully they will probabl
[quote who="Alstein" reply="117" id="3336430"] THe downside to giving them their own queue is that it becomes a no-brainer to build up outposts to the max. [/quote] that's not necessarily an issue, though. if the production queue is pretty slow (say - 10 or 15 turns for each upgrade) you'd still have to make decisions which upgrades you want first, you can't rush that high tower to connect the cluster of conquered cities so it requi
your #1 isn't new I think. i think the achievement buildings always worked like that. when someone starts to build them, they can no longer be built by other factions. i always found that a bit strange, too. i'd prefer the CIV approach of "wonder races" - everyone can start to build it and whoever finishes it first gets to keep it. another explanation might be that the Merchantcross Bazaar can only be built in towns (as far as i know) so it wont show up
hmm i don't know if that's a good suggestion. as it is now, getting water 3 for the mantle buff is really nice, since it also makes spellcasting for non-mage heroes more viable. i like the synergy of that. get the champ with the water spellbooks to water 3 so now your defender with earth spell book can use shockwave more casually and your life magic / commander can use his healing spells more without draining all your mana. by moving the percentages to the mage tree, you basic
I'm pretty sure that's not new to 0.51. as long as their sovereign is alive, the faction is considered alive. to completely wipe them out, you have to destroy all cities and kill the sov. or speed up the process by making him surrender (in which case the sov joins you as a champion and all remaining cities/outposts/armies of the faction are deleted)
that's not a bug, that's the current implementation of the "swarm" feature. I don't think it's very well explained in-game yet. i believe one of the videos in the tutorial mentions it, but other than that i think there is little to no indication what actually happens. AFAIK the current implementation of "swarm" (or flanking as you called it) adds 1 accuracy and 1 attack(damage) to the attack for each person in adjacent friendly units. it's currently re
first off, thanks for actually adding the much requested option to upgrade the number of people in a unit when higher numbers become available. The upgrade cost is a bit of a problem, however. I'm aware that this is probably a work in progress, but just in case it's actally an oversight - the cost seems to be static (15g/person) and not linked to the actual values of the unit. this is not a big issue if you upgrade your starting spearmen to size 4 or something, b
i like that idea. if i remember correctly, Kael's Fall from Heaven mod for Civ 4 had a faction that had a very similar mechanic (don't remember the name unfortunately - i think they were some kind of centaur people). They had some real cities (3-5 depending on map size) and everything else was basically outposts that would never grow beyond size 1.