Galactic_Hunter

Galactic_Hunter

Joined Member # 642688
2 Posts 22 Replies 11,160 Reputation

[quote who="halmal242" reply="38" id="3339905"] I think I have a writeup on how to do revenge damage on one of the threads a while back that I was showing to Heavenfall, that combined with the plus damage to mounted units would be an interesting counter to mounted units.[/quote] If we add revenge damage to all weapons, won't this change the combat system to one where each 'attack' is also incorporating a 'defence', so making it a fight, not a f

46 Replies 18,411 Views

The designers have decided to add these weapon effects to make combat interesting. The weapon effects are a bit 'chess like', in that they don't really make any historical sense, but they do provide a variety of different effects which need to be combined in the tactical battle setting. I am against this approach 'in theory', but find that the battles are, indeed, more interesting. However, having made this decision to go 'gamey' rather than 'real

46 Replies 18,411 Views

Agree with OP and others that some balancing is required. - Too many horses/wargs available. - Can have both. Would prefer a choice. - Should have combat downsides and costs as well as providing mobility and some combat upsides. Base this on reality if possible.

57 Replies 53,616 Views

I got a free hero at 400 Fame as expected. I then bought some Henchmen, taking my Fame below 400. The UI then says you will get your next Hero at 400 Fame. Fortunately, you don't, and when it gets over 400 again it transfers to saying that you will get your next Hero at 800. So it is a very small flaw in the UI. The Henchmen for Men are pretty OP I think. I am currently building Henchmen that cost 0.4 Gold per turn to pay, and take 60 off the Unrest. If I need to, I can also build

0 Replies 3,237 Views

I agree. Archers should not be able to shoot at distant targets if they are surrounded by enemies. Different problem, but it would be nice to be able to swap weapons and items in the tactical game, so I can switch to a melee weapon in this situation (or to a better weapon, different combo, etc depending on the opponent).

3 Replies 8,727 Views

I'm pretty happy with the way unrest works. I did notice and post that another way to handle unrest if you are of race type = Men (i.e. Altar) is to pump out Henchmen Governors. Even this has costs though (Fame) and is not free.

6 Replies 6,897 Views

I thought Sovereigns and heros did NOT share XP any more? Did I misunderstand? (Ah, OK I noticed the post on it now. Yes, they still do split. That changes how I should be playing a lot). What I have noticed is that 'Men' are awesome empire builders, as the only race that can have henchmen, they can build unlimited numbers (well, limited by Fame) of excellent henchmen governors, each of which can reduce unrest by 40%. No other race can so easily pacify the map. <

5 Replies 8,031 Views

I am in the same boat. I backed Stardock to produce a cool game, and they did, although a bit of a mess. So they have gone to great lengths to fix it up and improve it, and I have been brought along free. I have good and bad things to say about FE, but I've played for several hundred hours, which is not bad for a game that is still not what I think it could be. I hope that they continue to improve it over time, because there is still plenty that can be done with the engine. So, ye

1 Replies 3,506 Views

[quote who="Illauna" reply="1" id="3329021"] - A continue move button that like in Endless Space, so all units that already have a waypoint set will move towards their waypoint when you click this button or hotkey. This would be a huge quality of life improvement and it should take minimal coding time. This basically would run the continue movement portion of end turn. - if you attack a unit and no defending stack remains the attacke

74 Replies 257,066 Views

There are some good ideas here, and thanks to Kael for explaining the difficulties. I preferred it when pioneers cost population. It makes the population growth mechanic a lot more important. The difficulty stated is that the AI was playing badly with this. This seems an easy thing to fix? Just give the AI some rules about when to build a settler, that weighs up the advantages of doing so against the costs. I imagine a scaling factor that makes it very unlikely if the town is small, a

62 Replies 48,994 Views

There is a fair bit of coverage, but I liked this article the best: http://www.polygon.com/features/2013/2/6/3950722/they-could-be-heroes-conifer-jon-shafer-at-the-gates Russ Pitts is a terrific writer and the production values on the articles at polygon is also good.

78 Replies 292,047 Views