Altar. They are quite frankly, the most powerful by a very long way, and also the most enjoyable imo. You haven't tasted power until you've roamed the world with an Epic army of seven heroes, all of them >lvl 30. Make your soverign a mage (since henchmen have only limited magical capability) and use your army of henchmen as carriers for all the legendary weapons you inevitably pick up while adventuring. Watch entire empires fall to your little handful of people. For
NanakoAC
i've said it before but i feel like repeating it, freeze and tremor are grossly overpowered spells. being able to indefinitely hold an army in place for such a meagre manacost isn't reasonable at all, imo. It allows you to completely ignore defending your cities, and to be able to just stop an enemy for as long as you need to call in reinforcements, thus removing a lot of planning from empire defense. It would be fairer if it was at least affected by magic resistance, so an army with
i'd love to see an ai that can actually stand up to my elite lv30 henchman stacks :D imo to stand a chance, they'd need to be making use of strategic spells before the battle. I'm not even sure the ai uses strategic spells at all, aside from Curse City occasionally. i've never once been hit with a tidal wave or tremor (And once the AI DOES start using it properly, i'm sure everyone will suddenly realise how overpowered tremor really is) They also need to st
[quote who="Kongdej" reply="2" id="3271482"] That is some strange factions you create... (Hint, he is talking about creating factions, you are talking about creating sovereigns). Sincerely ~ Kongdej[/quote] ah a good point. well i got the details slightly wrong, but i think my argument is still valid ^^ as kantok says, the opportunity cost balances it.
maybe, but i'm not sure i agree. I usually either take the cruel penalty, or the clumsy penalty, the negatives from either are small enough to be inconsequential. And i exploit this to get one extra trait point. Doing what you're suggesting, you get your free tech and your 6 trait points. But doing what i do, gets me 7 trait points. Clumsy is essentially irrelevant for ranged or mage heroes, and it doesn't even trigger very often in melee. a free tech isn't ver
i'm sure i've missed a few times, and it didn't even say "miss", it just seemed like nothing at all happened.
You can also use it to deliberately widen your city, to cover gaps in terrain and restrict the movement of monsters and enemy troops
lord xia is awesome, adults swear all the time ^^ there's nothing unintelligent about making full use of the english language. it's often used in a positive context. Fallen enchantress is a fucking awesome game ^-^
i usually make my soverign into an assassin, ideally with a berserker broadsword, lv3 shadowstrike, and insanely high dodge and accuracy. i never get hit, and i can kill almost anything in one long maul-combo. In practical terms, a melee hero is Just Fine. You can fairly easily make an army of melee heroes that is completely indestructible, and will easily slaughter anything the game can throw at you. but magic is better. it can do the same thing, but faster. end battles in on
i think the stacking is broken and wrong, i want it fixed. However, on the other hand, i enjoy it. in the lategame, having an army that can move 8 tiles per turn on the strategic map is very useful, and feels well deserved for your effort. Tireless march needs to be nerfed, but we also need some other methods of boosting strategic movement, to fill the void. One thing that might be fun is a "Forced March" trait (or spell). it would cause an army to be able to mo
i've never seen them in the design screen. |I could swear that they were never there in the first place. afaik, pioneers are "hardcoded" defenseless settler units. They're the only unit that can perform that role, and they cannot be given equipment or traits, or altered visually.
Hi all. I noticed quite a few people agreeing with me in the announcement thread, so i thought it might be worth seperating off into a new discussion. https://forums.elementalgame.com/436082 Stardock is planning to release a map pack for FE soon, and apparently going to use it as a factor in judging future DLC releases. My opinion, which quite a few others shared, is that a pack of premade maps isn
i must give my 2 cents, that i feel dragons are overpowered in the earlygame (due to roaming and nomming your armies) but they're too weak in the lategame. A combo like graveseal+flamedart with a ton of spell damage, can sometimes 1-shot them. i think they just need more HP. bump them up to 1000 or something ^^
what are these stamps people keep talking about ?
[quote who="stage62" reply="42" id="3270399"]I'm not sure how you can not agree. If you can produce an axe as good as a sword for less metal, and less production, the axe is going to end up being the superior choice every time [/quote] no. You've misunderstood the definition of "as good". As i defined earlier, i believe all weapons should be useful in a roughly equal number of situations. This means there would be situations where a sword is superior, and situations where
i just want to say, if a DLC pack was only maps, i wouldn't buy it. To me, this sort of game is best with randomly generated maps, it being an unknown is the big draw for me. I've not even touched the built in maps, and i don't really care to. I'm a big supporter of DLC though, there's plenty of things i WOULD buy. Like, rather than complete maps, new quests, wildlands, interesting encounters etc, that would appear in random maps. I get hugely for ga
i've not played the new patch. i was going to, but reading about this bug killed that desire. i would agree that gamebreaking is a good term for it. with the way i play, i'd definitely find myself being overrun by a million AI soldiers even on beginner difficulty :p
[quote who="Lord Xia" reply="40" id="3270238"]Axes don't have to be as good as swords, they need to be balanced by needing less resources and time to train. There are other ways to balance them out.[/quote] Personally, i disagree. I don't think one class of weapon should be allowed to be objectively better, but also more expensive. This imo removes strategy from the game, and makes it more a game of economic force. We already have a mechanism to re
i just want to say, that a cast delay on a DOT spell makes it worthless. I fight very fast and efficiently, i rarely have a battle lasting more than 4 rounds. I've played a resoln game and i never found any situation where dirge was useful to cast. For what it is (an all-targeting debuff) i think the mana cost is fair, but the casting time is not. It needs to be an instant spell, first and foremost. The damage and manacost should be balanced around that.
it sounds like the AI is cheating in completely remarkable ways. Being able to build in blocked tiles, and getting free essence, are pretty ridiculous cheats, imo. Omniscient knowledge of the map is of course a cheat too, but that's at least pretty standard for AIs in games. Stardock is known for amazing AI in galciv 2, i remember reading lots of blog posts from developers boasting about it, and describing their algorithms in intricate detail. i expected better from this gam
[quote who="Kongdej" reply="32" id="3270026"] Currently mages take the bacon what power-heroes go anyways, so all heroes wears daggers anyhoo. Sincerely ~ Kongdej[/quote] a good point here. if you don't intend to use weapons, you're better off taking a dagger (as opposed to a magic staff, for example). this seems pretty illogical. i'd love to see something changed so that staves are a more logical choice for mages. Maybe giving them significant
the inability to upgrade old troops is annoying in many ways. especially when it comes to accessories. weapons an armour can be upgraded, but only to a computer-determined "best". we should have the ability to upgrade a unit into any arbitrary new unit, paying gold appropriate for the equipment changes. Just like in galciv II. i don't see any purpose to not having that feature in (i have a vague feeling they use the same engine)
i have to say that i agree with most of the facts the OP gives, but not really the spirit of it. It has a lot of flaws, but i think it's still fun for them. it does need lots of work to be truly great, and especially lots of rebalancing, but it's a good game nevertheless and not too hard to make better. i do have to agree on the point that cities and heroes feel a bit disconnected, like two games side by side. gold and mana is all cities really exist for - if you play a hero c
it wiould be nice to see animals able to gain traits when levelling, but give them access to an entirely different trait tree. evolved carapaces and claws, venom sacs, adrenal glands, that sort of thing. give them abilities that compensate for their lack of equipment, and feel different to play.
i don't find animals very useful due to their low defense, and inability to get more of it. they gain HP when levelling, but that's about it - they never really reach a point of not feeling fragile, i think.