There are some great ideas in the posts which I'll comment on when I have time tonight. But for now I've been obsessively thinking about how vassal cities would help the game... Homeland Cities and Captured Vassals Been thinking alot about this now and as far as having the concept of homeland cities and vassal cities this would solve a hell of a lot of issues. In many games like this where resources and s
Das123
I've put in a lot of game time with FE now and I find I really enjoy the game up to a certain point - then I could care less what happens and so usually start a new game. This concerns me greatly because since the first couple of games this has been a regular feeling I've had. Mind you, this is still a very good game but replayability will be a casualty. The start of the game has interesting strategic choices but by mid game it has become a 'rinse and repeat' exercise
Yes, but I think there needs to be a production-based income as well for unused production.
Good point about cities. :)
I hate when I miss that a city has stopped building and has been sitting doing nothing for a number of turns. It would be good if cities automatically turned their unused production into some Gildar.
When you find a book as treasure it would be good if it had some meaningful impact. Legend of Tarsis only gives 10XP and Art of the Fist only gives 1 strength. These should be increased. Maybe 50XP and 3 Strength.
If you restart the game all your unfinished quests no longer show up on the HUD.
Not sure if this is an issue or not. Warhorses cost the same as normal horses. As you can only get them from cities with horses then it may not be an issue. Also, wouldn't it make sense to start harvesting horses after 'Animal Husbandry' rather than 'Mounted Warfare'?
When entering the Imperium wildlands you are given the task of re-establishing the city. You can't just move a pioneer unit in because you get a warning when hovering over the 'Settle' button that you can't settle in another player's area. So I thought it must be linked to the Obsidian Golems that were around it. But even after defeating all these I still can't re-establish the city.
You can currently upgrade the weapons and armour of units that have been designed for upgrading. All you need to do is have the unit within your area of influence and when selected there are Upgrade choices in the actions menu (you may need to hover on the up-down arrow after 'Shop' if it doesn't display. The trouble is the cost is really high. Being charged the difference in metal I don't have a problem with but the Gildar is way too high. I haven't been a
[quote who="scifi1950" reply="10" id="3068877"] Maybe the champions could have bonuses that only buff the non-Champion units they are stacked with?[/quote] That would work well. If the 'Tactician' or 'Leadership' type bonuses were only applied to trained parties and the bonuses themselves were increased in power - as well as adding more of them and spreading them through the various paths - it would allow the player to choose if they wanted to create arm
I've seen it and love that the world is 'alive'. There is stuff happening outside of the players control. Please leave it in!
It isn't the spell itself, it is when you attack Csilla and he/she/whatever has the first attack. Mass Curse is cast as the first move and the tactical battle stalls.
Interesting read, Brad. Love how after WOM all your posts start with a disclaimer. ;) You guys should be very proud of where you've taken FE. This has been a pleasure to beta test. Sure, there are a number of things that need attention, but I have faith that you guys will deliver. Regarding the champion issue, 0.77 has improved the problem some-what by making it more difficult to recruit. I don't know though if the answer will be to nerf the hit-points (this sounds lik
Still broken in 0.77.
Nice work Stardock. :)
If a caravan or stack is destroyed (such as pioneers etc) then it would be really helpful to have a HUD event show up to take you to the location. We get the screen pop-up but not the event so you have no idea where the event occurred.
Magnar II cast obscuring fog twice. I thought this spell only worked once. He could have wiped out half my army if he had used fireball. The first cast of Obscuring fog was appropriate because he had most of his troops at that stage. Second time was a waste of a turn.
Magnar III had evaded my armies and would have been able to take my capital with his strong stack. Instead he hovered around outside my territory and destroyed caravans until I sent my main army to intercept him. He had lost all his cities by that stage and his best option would have been to enter my lands and take stuff.
Magnar III wiped out the Darkling City wild-lands area and took the city (which I was pretty impressed with btw). But after taking it he has a couple of death nodes but didn't capture these with outposts.
I hope there will be consequences. But I don't think there any yet. Similarly, I use her as a lone scout for a little while at the start of the game and sometimes she gets killed. Should also be a penalty for not protecting her.
If the above suggestions add too much micromanagement perhaps stacks of champions could take a big initiative hit instead. For every champion you need a troop otherwise all units in the army get an initiative penalty.
Interesting replies. :) I've tried a couple of games where I spread the champion specialisation and another where everyone was given 'Path of the Warrior'. The warriors were a much more effective army. I really feel the game needs to limit the number of champions within each stack.
I like much of the game mechanics in FE - certainly a much better game than WoM already. But one area I think will need a lot of love is the ' strategic choices ' offered by the game. By that, I mean the decisions you need to make when upgrading cities, recruiting troops, upgrading champions etc. Things such as: city specialisation Does it make much difference if you only build selected buildings to have specialist cities