mass spam arcane monolith... most used strategic layer spell. Especially since you can spam it around someones borders to 'push' them back and grab their resources.
SBFMadDjinn
Hightowers when I'm not using Arcane Monoliths, or just need that 1 more tile to get a resource. A hightower/stable super highway is very useful in a larger empire, especially when you don't have mounted units. Warden... could be nicer, but the hammers to invest seem a bit much to want to use it. Consulate - definitely around fortresses as they have the production to be able to build them fast enough. <
If you missed the live stream, here's the two videos: [video]http://youtu.be/q8PtXvDT78g[/video] [video]http://youtu.be/r1IaRKGt6qk[/video] For the most part everything ran fine on Ridiculous large map settings with all of the standard faction AIs. some minor issues (already posted elsewhere): Custom Faction -- Sovereign icon picture doesn't include
most of the text in the tech tree is messed up a lot of the time. Same for the UI elements, including the lines.
[quote who="Mhantra" reply="33" id="3333573"] Quoting SBFMadDjinn, reply 32" x x x x o o o Above, the two enemy 'o' on the right side would be swarmed. " I would suggest that only the one o on the right side can be swarmed, if we were going that direction vis a vis changing swarm. <b
" x x x x o o o Above, the two enemy 'o' on the right side would be swarmed. " I would suggest that only the one o on the right side can be swarmed, if we were going that direction vis a vis changing swarm.
[quote who="Mhantra" reply="6" id="3333556"] Great stuff! I found that Kraxis defintiely couldn't get both empire and kingdom heroes like they should, but I don't know about being underpowered. that fortify skill is absolutely ridiculous when used to make combat lines to counter and engage swarm fighting. 4 abreast with fortify is powerful, powerful stuff.[/quote] it is still a pretty nice perk, given that you can have anyone switch
each of those types of 'idle process' output should be changed. I haven't checked yet, but the idling of conclaves used to give excess research, whereas now you're supposed to 'produce' it.
One thing I was wondering is if the Kingdom and Empire summoning/spell powers were balanced. An empire summoner gets raise skeleton army and Horrific Wail pretty fast, and a Kingdom summoner gets a wisp.
[quote who="Derek Paxton" reply="8" id="3333216"] The last thing I'd say, and it's to your point (and the reason I suspect you want larger yields) is that its just cool to come across that rare instance of a location with significantly higher yields, just the excitement and desire to get a super city there. I like that idea, and I want those moments too. It just needs to be balanced with the above. [/quote] This is why you
Definitely agree. IF we're going to be able to force a choice of 'get out or DoW' then the 'get out' part should stick for more than the one turn, or the one army.
going live now.
I'll be playing some FE LH later tonite at 5pm EDT (9pm UTC) on http://www.twitch.tv/maddjinn/new for those interested in seeing the beta. (sorry for the double post, but the first one got 'nuked' for some reason).
Lord of the Flames? try having a banshee wander around when you don't have magic damage output.
One thought I had to balance out swarm was to give a temporary -1 initiative penalty to each unit participating in a swarm, for each swarm participated in. So if a unit helps 3 other units attack, then it's temporarily at -3 initiative and it's next turn is pushed off slightly. Once it does get a turn to act, that initiative penalty goes away. This basically would mean that participating in a swarm has a minor setback for the unit it
[quote who="jshores" reply="21" id="3333078"] Or just have the attacking swarm unit check for enemies in the adjacent square and subtract that from the total swarm bonus. The idea being, if 3 units line up against 3 enemies, the net swarm bonus would be 0. [/quote] I like this idea, and the basics of it from the Diplomacy game point.
[quote who="Markon" reply="10" id="3333046"] Quoting SBFMadDjinn, reply 8 so... who else just takes the 3 Potential traits as the first 3 choices? that's the problem with non-randomized level ups. All hero's will basically follow the same paths through the trait tree. Who would bother with the magic defense when you can go get army dodging first? This is a very good point, without at least a little
so... who else just takes the 3 Potential traits as the first 3 choices? that's the problem with non-randomized level ups. All hero's will basically follow the same paths through the trait tree. Who would bother with the magic defense when you can go get army dodging first?
ah, ok on the extra 'attack' animations. But if the target defense is lowered via swarm, it does lead to extra damage. Though, the statement about dazed/otherwise 'not moving' or delayed initiative units still counts. They should not be participating in a swarm at all until they're undazed/etc.
unit placement wise, they also need to move 'non-combat' units to the back. I just had the old woman (escort mission) get eaten by wolves as the game decided that she should be on the front line, rather than any of my other melee units. I'll assume that pioneers will share the same fate.
Making a thread to pull the information out of the disparate threads which have a different topic, but happen to mention swarm. The swarm mechanic is a nice idea, but it needs some serious balance and limitations applied to it. Due to swarm, a unit can attack up to 8-10 times in an initiative round now, thereby removing the 'wear heavy armour and do less overall damage' balancing act that FE had. With swarm, units co
I totally agree with this idea. It's so annoying to see glass cannon militia floating about. At least let them have some leather armour after level 3 (city). I do agree with others though that the furthest they should get is chain/light plate, but that should also be with some restrictions. It would be nice if conclaves get mages instead of archers and magic weapons instead of normal ones. Towns should get the standard weapon
you know that you can see the information for that exact city (including the grain/materiel/essence) right on the screeen when you make the choice, right?
I've got 2hrs worth of video showing that the AI is either extremely lucky, or the AI gets a pass by monsters in a lot of cases. A shaman army (strong with many units) would leave it's location to chase my units as they passed by. On the other hand, an AI dropped an outpost right beside it and the shaman army never attacked it. The army eventually wandered into my outpost - 8ish tiles away. I have clearly seen that dropping an
yeah, that'd be a nice thing to do.