[quote who="Kongdej" reply="18" id="3217458"]I don't like the idea about unique abilities for premade factions, I would much rather see them made "properly". Although meaby with 20% more points or something (Hard with only 2 points... Want the Faction creator from MOO2) Would be very nice to see some balance in the faction creator perks though, could make everything more interesting allready. I think they should add 1 more ability to each faction, (3 picks) and balance out all
GFireflyE
This was one of the very first points I'm making in my next set of 0.952 play notes. Leveling is happening WAY too fast. My hero kills a single darkling shaman...and levels? My sovereign kills a single bear cub...and levels? Granted I cast Sovreign's Call on my capital, but in only 6 turns...it levels? (I haven't even had time to explore around and decide what I want to level into!) imo, this feature was over-tweaked and needs to be dialed b
great list. Have experianced all myself...although I agree with Kongdej about D. having spells 'left click' and attack 'right click' avoids confusion with what you want to have the unit do.
You wouldn't even need the extra pixels of height if you had the text changed to grey and semi-transparent...overlay it right over the spell itself.
When it comes to random events, I don't think they should be spread too far apart. Doing so leaves a sense of apathy forming in the player which he then in turn lets down his guard for those mean dragons that pop up at his door. The random events should be consistent...sometimes good...sometimes bad....but always sometimes; giving the player clear and visual reminders NOT to let his guard down cause one day those dragons will be a knock'n. This also grants the player t
I've found the starting locations to be very hit or miss still...mostly miss. First game I started with 0.952 gave me a 4/3/2 with a 3/3/1 for a second city. I was really excited...and then the game crashed. 17 restarts later, consisting of either single city spots, spot that just plain sucked, no spots, or good spots but in horrible terrain, I finally came across the current game I'm playing. Saved it right away. So, 1 out of 17 starts is a good start? N
MoM did this very well with the item 'vault'. A similar approach could easily be implemented. While in your ZoC, you can store stuff away into your vault. Another hero can come to the ZoC at a later time and pick things up. Definately better than having to hunt eachother down just to share equipment. I thought stardock was trying to avoid that type of micromanagement.
Madcatter has it spot on. Even on challenging, this method gives you too much of an edge.
Meh, I'll take any essence 3 location I can get. XD
@ gfrilund777 Bummer. That seems to be very abnormal for Stardock. Of the threads I've read, they are quite willing and readily able to help and assist, and even give money back if not satisfied. I would think it very odd that they would snub you as you describe. As for Gamersgate & Steam....you ge
Interesting idea Kongdej . Might even get me to use some scouts. [e digicons]:grin:[/e] Just had a bad case of monster intension last night. Was running 0.952. Built a city fairly close to a troll mound, such that it was within my ZoC. Man I must of passed that mound 6 or 7 times with my hero. Nothing. Then, I pa
[quote who="DexCisco" reply="28" id="3217711"] Quoting GFireflyE, reply 26 Actually, in 0.951, I've really started to see the impact of population in my games. No longer is it a 'bottomless void' to be filled. The growth has been capped really well. In addition, the additional population you receive from combats accelerates your cities expansion and further caps your population. you need to consider growth strategy now. It sounds like y
Good Morning. As good a spot as any to put this: Anyone else notice an increase of crashes in 0.952 compared to 0.951? I'm getting them a lot more now when I ctrl-N, or when I try load a save, or when I'm entering into combat. Never had that...well, I did...but not this often, in 0.951.
This. [e digicons]:omg:[/e] I like. Interesting idea Poko8
@ Kongdej Sorry, didn't mean to imply that you had to convince me. It is good to see that there are players out there that do make use of scouts. Maybe I'm getting the strategy wrong...maybe they are. I suppose that means it's good balance, as the decision to build them or not isn't so clea
They already have a mechanism in place for 'monster intent': Those pop-ups with little messages "oooo....shinies." All FE would have to do is extend that to include a wider variety: The slag B-lining for your capital could be "GWRRAARR" XD
I would consider there to be merit to this idea. Perhaps fewer units than a city would receive. Just enough to fend off the really small nussances, yet still unable to defend larger threats that you SHOULD be mobilizing troops and/or heroes for.
I wouldn't want heroes to become even more centralistic to the game. It would become 'he who has the most heroes, wins'. I agree, pioneer spam is a problem, and I still think that increasing a pioneers cost is the way to go. This obviously would slow the game down way too much, unless you reduced the pioneer's abilities to only building cities. Outposts could be constructed by another unit, a perfect example would be the unused scouts, and everything would become right
Actually, in 0.951, I've really started to see the impact of population in my games. No longer is it a 'bottomless void' to be filled. The growth has been capped really well. In addition, the additional population you receive from combats accelerates your cities expansion and further caps your population. you need to consider growth strategy now. Taxes definately need a tweak though. Having them directly tied to production isn't the way to deal, imo. I'm fine
I love the concept of 'militia'. Very well done!
@ CogBurn I use heroes to scout. Same movement. Better efficiency. Clears monsters. Does quests. Gains loot. @ Kongdej Interesting
I agree. It's great that FE has a cataclysmic nature. I really do love that element of the game; so much so that I was saddened to hear that the restore land spells allow for you to build anywhere...ANYWHERE. Too powerful, imo, but I digress... When it comes to city building, a little bit more balance is needed in the map generator. It would be nice if 'pockets' of good land were still available, surrounded by wasteland. Within these pockets, you can be garen
umm...you build scouts??? I've got to ask: why??
[quote who="Frogboy" reply="9" id="3216814"]At the end of the day, someone who hates FE now will hate it when it's released. [/quote] [e digicons]8C[/e] So cold and heartless. [e digicons]X([/e] I actaully LOVE the game...well, 90% of it. I imagine that you are holding the last 10% back for the game's release. [e digicons]:grin:[/e] Though, I'm still hoping the few concepts I've mentioned in other threads are still further cons
[quote who="seanw3" reply="1" id="3217015"]The restore land spells allow you to pretty much build anywhere on the map. I don't think they should be that cheap or easy to get to. I made mine Earth3 and 150 Mana. So you can invest that into a rare occasion where a city has been razed or where you really want a city. But you can't just remake the whole of Elemental into a grassy paradise. Razing is much less common in the new build since conquered cities no longer have a permanent Unrest