[quote who="Kongdej" reply="2" id="3209909"] Quoting GFireflyE, reply 1 Wargs, IMO, should be rarer and better than horses in almost every way... I don't agree that they should be better than Horses in every way, I will find it a damn shame if there is no point in horses after getting Wargs, especially with the dodgy system usually giving me Wargs before Horses. So I think at least horses should be more easily accessible (A spe
GFireflyE
In my current game, only my captial has access to essence, and it's not built near a magical thing. Other cities are built by magical things and don't have access to essence. I understand that essence is important, and thus should be considered 'rare'. However, this is a game about magic. Kinda sucks if you have an empire without essence. Maybe for the other races, the scrying pool can be built, but needs a later tech to do it? Still like the idea
Wargs, imo, should be rarer and better than horses in almost every way...
Maybe monsters need a 'roaming' distance from there lair? Maybe different monsters get different distances? Also, what actually controlled WHEN a monster is aggro'd? I had cases when I just walk beside the monster and he attacks. I had cases when the monster started ramaging 2 turns after I walked by. I had cases when the monster started ramaging when it entered my zone of control. I had cases when the monster started ramp
I think that when your city reaches level 2, and if you chose the fortress type, then you should get walls for free right then and there. Other towns and conclaves should still be able to build walls...you just have to queue them. There also should be a spell to cast 'walls' on your city, imo....as well as 'firewall' and 'wind wall' and maybe even 'moat'. This way, each of the elements has some way of magically defending there cities. Each
I hope the campaign and the sandbox games are synonomous. I love having little cutscenes like 'building your capital' or that 'epic dragon quest'. Would be nice if she appeared somewhere in the sandbox too...
Ah...those roads. [e digicons]:puke:[/e] The concept of a road should be "select starting point of road" then "select ending point of road", then road is built. Pioneers don't HAVE to do the building, imo, but you should have more choice in where your roads are built and how your empire is connected. I recommend that 'Build Road' be added to the buildings list under the guilding principles of start-stop. Hense, after the pro Maybe, a city can on
I'm kinda feeling jipped that Pariden is the only race that can get the +1 essence scrying pool. This game is about magic....would be nice if the other races could eventually get it aswell.... or Pariden's scrying pools grant +2 essence....everybody elses only grant +1 bonus. This would work really nice too...
[quote who="UmbralAngel" reply="1" id="3209677"]Theres a Champion that gives you a spell called Obsession (i think) that is 25 mana for +5 Production/essence and a 1 gildar per turn, which is slightly better than enchanted hammers. Its pretty rare to get it but maybe worth mentioning. You also forgot meditation, 5 mana for +1 mana/essence. I think that 1 initiative per essence is plenty, you can get up to 5 essence in a level 3 c
Why not "Fetile Site". Whether it be for food or for procreation, in the game...that's the same thing.
Well, I'm not yet in the late game, but I'm already feeling the bordem. Once you clear out your territory, there is no reason to defend your cities, so long as you have troops at the choke points. I do like the fact that a city provides city militia, but they're never needed... Definately think there should be RPG plot points throughout the game were additonal rifts, portals, caverns, comets, etc all splash in monsters for you to deal with. Would make having a '
Totally agree here! All heroes should gain a trickle of XP each turn, so that even if they aren't doing anything with them, they can sometimes level up due to getting older and wiser ;). If your hero camps in a city, he should be gaining XP somehow proportional to the bonuses he's providing that city. If your hero takes the path of the adminsitrator, then that XP bonus should be multipled.m.maybe about equivelant to fighting a monster every 10 turns...
There needs to be a more mainstread way of extending your queue capability in the earlier game. One can easily go through 300 turns with only 2 cities, and hense 2 queues. Even Consulates is out of your reach during that time. I'll agree that Consulates is the probably the best way at extending your queue, but maybe move that gain earier in the tec-tree so that outposts to help your empire growth faster...
This has been big for me too. Often times, there is enough room to build 2-3 cities. Sometimes, like in your example above, you get hosed and have next to nothing to work with. The worst, imo, is when your starting city locations don't have the needed essence. You're a mage....I thought the rpg story line was to rebuild your magical empire. Stumble across essense locations please. And your capital should have 2 essence...always, imo. And then there is the game I'm cu
See my 'First FE Games' thread for my first impressions.
Never had this one...but I'm running dual monitors....I alt-tab once and then the right-scroll (full screen mode still) doesn't work anymore and I can cursor right over to my other monitor...annoying...but handy when I'm typing stuff in these threads while playing the game... [e digicons]XD[/e]
Had that happen to me to after I loaded an autosave. Lot's of production wasted as I had to build a replacement...only to miss my city build by 1 turn...
In Stardocks defense (and not to put words in their mouth....it's just what I think I read in one of Frogoby's threads somewhere...but I'm not going to look for it) is that Stardock isn't going to work on AI upgrades until they fine-tune the balance of the game and determine if tatical-tiles for battles will be added. Once they know what they're working with, they'll look at AI...
I've never seen essence beyond 2. I have had a looonnnnggg stetch of 'cntl-N' where I didn't get any essence at all....that was really annoying. Most production I've seen is 5...least is 2. Most food I've seen is 4...least is 2.
Yeah, found that out the hard way in game 3. Should have tried to build a bit more of an army....ah well, live and learn. Yeah, it's only of the reasons why I specifically didn't play beta 3. I wanted my beta 4 experiance to be virgin. [e digicons]XD[/e] Stackable outposts. [e digicons]<_<[/e] That, I don't like. It's possible I concede the point that tech upgrades and production limitations can be sufficant for outpost upgrades, but it seems silly that
Continuing Game 3: Just came across the ‘pit of lost voices’. Really cool. Nice cut-scene. Don’t know what it’s for yet, but game definitely needs more of it. XD Game needs more heroes. I only got 1 beside my starting city and he was a research wimp. Don’t really like how I only have 3 cities and I’m already hemmed in. I do like how there is ‘pockets’ of fertile land surrounded by waste
I love FE graphics. They really give a 'fantasy' feel to the game.
[quote who="DevildogFF" reply="76" id="3208310"] Quoting thvaz, reply 68 1 - The world is supposed to be devastated, but by turn 40 it is always difficult to find wild places because the AI settle so aggressively. In CiV 5 by comparison you would get a large continuous territory only in the industrial age. A new town should come after a great investment by the players. 2- The new outposts mechanics is cool, but they are too fragil
it's not the density that's at question. It's the toughness at such an early stage of the game. As is, your city has to split production between buildings, pioneers, scouts, resources, and troops. The early game takes too long. Add a tough wandering monster and your'e wiped out pretty fast....or at the very least beaten to a point where you'll never catch up to your opponents.
Agreed. As it's my 'first' couple of games, I think my point of view has relevance. Thousands of players will have their first games and many of them will miss that zzzz beside the city...especially with auto-turn defaulted to 'on'. Recommend that a 'notify' option be placed in the options menu (or several for different things), but in this case to notify when you're city is finished producing. This way,