I found 14 AI armies in same tile, so you win me :) But the 14 armies had only 1 unit, so yes, AI was pretty silly because did not stack them. It was in normal/normal. I posted it too.
SOLOSOL
Hey people, I'm happy there is good discussion on the post. It means that there are many different ways of seeing the Beastlord, and untill now, most of you agree in leaving as it is. I don't want it to be nerfed, really, but my last games with it showed a way to access to a big army with little effort. Let me explain again. A good beastlord design will include +1spell mastery/level and +2mana/turn. Once you tame one or two low level spiders with web, you can easily tame other
[quote who="Martimus" reply="32" id="3276701"]I like the idea of having to bring down the beasts HP to under 10 or so before you can tame it. That mechanic works relatively well in XCOM. That would make low level beasts easy to tame, but force much more effort to tame higher level beasts.[/quote] This comes to be an interesting option too. Thinking about it, I would change the threshold to mmm...25 HP? This way, low beasts are tamed without need of attacking them (and probably
Actually, you will find the curse spell in the city details screen, when you hover the mouse on the "unrest" stat (up to the right). Pretty hidden, I found it by chance. Totally agree, all enchantements (positive and negative) should be shown in an better way. About the dispell, I did not think in casting it multiple times, but if that happens, it's clearly a bug that should be fixed.
Sorry Trojasmic, I really don't want to break the fun. But Chiarden came with a nice solution: Beasts are untamed if they leave the Sovs's army. This puts a logical limit to the number of tamed beasts: attach the number of tamed beasts to the army size... I find this coul be a reasonable limit, and is plenty of sense: no mana for upkeep (so BL is different than a magician) but the beastlord is somehow attached to the tamed beasts. They will follow him forever,
[quote who="Tuidjy" reply="22" id="3276604"]First, taming should have a massive penalty for health difference. No beast can be tamed by what it sees as a tasty morsel. Every single hit point the beast has on the tamer should be a few extra percents chance for failure. Second, introduce a chance of going temporary hostile every time a beast takes damage, or have a chance for the beast to become untamed every turn. Have an enchantment that you can place on a beast to prevent any of
I find totally nonsense in that restriction. If I want to sneak my city for reaching sooner a resource, extend the Zoc in one way, to make a city-highway or just because I want to see how long a city can be stretched, I will sneak it, with or without lodging camps. With automatic placing, the city will eventually reach the forests too. Or not. I don't mind. But if a city reaches a forest or river, please, ALLOW us to build! Keeping that restriction is so stub
Well, as wargs and horses are different resources, I guess it would require a button upgrade for each one. Yes, mounted units are faster, better,...and if you have footmen with high level, it would be nice to give them a mount. Or to the many foot troops because could not find mounts in early/mid game. I don't find it necessary, but if it is implemented, it is wellcome. Talking about mounts, I would like to give a bear mount to a juggernaut ;)
This was nice (and with lots of sense) in games like MoM or AoW. You could keep the original race by force (with many units to prevent unrest) and develop their own units, or you could after some turns, recolonize with your own people (migration). Even more, you could raze the city, send a pioner and fully reconstruct the city to your faction without having to wait (this had nonsense...but it was an option). IDK if implementing this in FE could be possible, but for now, I don't se
Although new content is always wellcome, I think it would be better to fine tuning the current, and fix bugs that are still remaining.
As times goes and more players are participating in forums, I've seen some suggestions/complaints about the Tech Trees. Basically, many of them can be summarized in that certain Techs are far in the Tech Tree, so when you are able to reach them, they get obsolete/useless. Apart from that, I find 2 important problems with current Tech Trees: - Linearity. Always, always following the same route --> Civic Tree (first tier, probably second) and then turn to Warfare
Champions must buy horses in the shop (or find them in loot...this is...better buy). No way to ship your farmed horses to them. To allow horses to units, you must research Mount tech in Warfare Tree. After that, you can see horses in the design unit screen. The same for wargs.
Interesting. But don't agree the +1 movement. If it is a weakness, it is a weakness... It should be possible to make, as for example, juggernauts don't have mount choice. Question: should the trait allow to harvest them, and use them as a tradable resource, or treat it just like a "horsephobia/wargphobia" (don't even harvest)?
Minor detail, but with sense. I agree. But the name might give some confussion (henchwomen???) Now that we are into the gender...what about the juggernauts? Are they genderless?
Buffing Summoner is very good idea, as gives other use to magic and a different gameplay. How to do without being another gamebreaker is the question. Summons requiere mana and upkeep, so that makes some balance. If your empire is based in mana, I find fair you benefit from that source of power. But keeping legions of summoning should be avoided too. Easy way might be with cooldowns to the summon spell. or casting time -or both, for the biggest summonings-. That might work with a fine
Wielding it with one hand would cause clumsy... would be mine ;)
[quote who="Das123" reply="12" id="3275841"]Beastlord is overpowered and I agree with the OP but not sure about how to fix it. And it is a hell of a lot of fun to play at the moment. [/quote] I loved to play it, untill in my lasty game I realiced (just because I found quickly an AI, following a road...insta-roads!) that lvl 9 or so sov with a harridan easily took a city, and defended against AI counterattack with militia help. Other hero (level 8 or so) was with a hoarder,
All my games with a Beastlord, I found plenty of beasts, and some of them were big (a hoarder and some ravenous, wich are very good tanks and webbers).In a game, I had the Spider Event, so you can imagine...I tamed the Spider Queen. But well, if a game you can't find good beasts...thats as to play fire magician and not find fire shards...randomness. But some mana upkeep is more than reasonable to keep a beast at your side...at least, for the bigger ones...thinking that way, I agre
Well, It seems that now monsters attack the AI and wreak havok in their cities too. And many players complain on wandering monsters destroying cities too. Now, cities get 2 free militias to defend, but they are crappy, and only fortress receive some bonus. Other players complain that an early rush to AI, even with few units, is succesfull. So mixing all these issues, I've been thinking on how to improve defense in cities in a proper way, and they are simple ideas,
I understand Beastlord provides a way to play that currently is legal and fun. But after some games, I found it far OP because: - It seems AI can't use tame, at least, far from than player (maybe I'm wrong here) - It allows to recruit armies with 0 upkeep. Adding low mana costs when Affinity or items, it becomes "almost" a free way to get deadly armies Armies that, as follow the sov and the champ from the begining, will grow XP and HP to a point that is a
I'm sorry for retaking a thread for Beastlords, but I've tried some games with a Beastlord Sov, and the conclusions are evident. What it seemed an easy way to create an early army, becomes a bit gamebreaking after Sov grows Spell Mastery, and can tame easily Ravenous Harridans and Hoarder Spiders (I even got the Spider Queen from the Spider Event). And with affinity and/or the suit of less spell cost, I could tame BB for a ridicuolus amount of mana. Umberdroths and oth
[quote who="Viperswhip" reply="12" id="3275281"]I think perhaps in the magic tech tree you should be able to unlock additional summons, maybe to a total of 4 by the end. But seriously, the game is not balanced for a mage with 4 elementals and whatever other troops you may have. I guess that's why it is limited to 1.[/quote] Have you tried a Beastlord Sov with a hoarder Spider, 2 harridan and some corpse? Oh, and a great wolf to enrage them... I'd like to try a summoner
[quote who="seanw3" reply="3" id="3275164"]s against a dragon or fire mage, dodgy stuff against a bow-laden army, etc. There are also some tricks the AI could use: freeze/tremor threatening armies (or, hell, use any offensive strategic spell), and so on. But I want the AI to be able to get up when tripped. I've heard th[/quote][quote who="seanw3" reply="3" id="3275164"]For the late game, the AI should: Save up resources to produce a few super powere
[quote who="rlane48" reply="14" id="3275568"] As for the administrators, that's an interesting idea, but what's a fair trade-off then, massive reduction in strength to keep you from building ironclad bureaucrats, or just up the cost of such traits to make them too expensive to give across the board, or both? And how would the AI use them (would the AI use them, or just waste time and money on them)? It's worth a shot though, I'll see what I can com
[quote who="BernieTime" reply="18" id="3275468"]Putting the Champion into an Outpost area really doesn't mean anything. The AI has a tendency to ignore your borders (which is funny considering how much it bitches when you're in their space) and can recruit without being adjacent to the Champ.[/quote] Didn't know AI can recruit that way. But at least, you can see the hero, and throw away the AI unit from your ZoC. It is not perfect, but it can help.