Another problem with spells now is that they are ridiculously imbalanced : most of the buff and healing spells have a negligible effect that does not seem to scale with evoker, path of the mage or whatever, so they could as well not be in the game. I already explained in the thread why I rated the game as fair, but if I were to rate the different component separately, I'd rate the parts of the game as : Adventuring : Good. Stats are horribly i
DarkGaldred
I'd rather have them not tied to anycity queue at all, because attaching outposts to a city could be an uneeded micro hassle, and there are some situations where you certainly do not want your outpost to be attached to the default nearest city.
I think the pacing of the game is "wrong" : what I mean by there is too little happens at the same time on the strategic level for several reasons : The main one is the relation between the units movement allowance and the minimum city distance : units usually travel 2 tiles a turn, but cities must be 8 (!) tiles apart. It takes a much longer time to go from one city to another than in Civilization or Master of Magic (especially without roads), where heroes would travel
I voted fair because the game has some potential, but I am unsure it will get there : My main problem with the game is the pacing : The techs are way too generic and uncool. You have to unlock a ton of techs before being able to do anything. MoM and AoW had you research spells only and it worked better for me (I don't really like having to unlock pre medieval tech, it feels more like caveman fantasy than medieval fantasy when armies of clubmen supported by magic have
The current champion random recruitment is a complete mess. There is a line between having a random setup force you towards a particular strategy and having it make the game a cakewalk or a desperate fight with the same difficulty setting. That and having heroes wander on the map feels particularly unheroic. If I wanted my games to be completely decided at map generation by a random number, I would play Yahtzee, not a strategy game. I would much prefer having quests to recr
The problem with AI using the units I created would be for it to understand their purpose : In.77, I used mostly glass scouts: men with sticks that had all the + move perks (and the - cost ones too) and gear to be able to follow my heroes, and give them the compass bonus. These units served no other purpose, and were completely useless in combat. I'd rather not have the AI reuse this kind of design for the mainstray of its armies :D Maybe it should
Just some comments on the tactical battle terrain : having different terrain types is a great improvement, but it is a bit hard to see which tiles are what. If the hills (and the bonus they give) are defined by their height, it would be nice to have an option to toggle displaying the terrain type (and height if applicable) it on all tiles, without having to mouseover.
The feel from the battles is very different in MoM and FE indeed (playing the beta made me want to reload MoM, so it is a quite refreshed experience) : As other have pointed, in MoM, it does take longer to reach the ennemy indeed, unless you are used heroes stacked with + Mv items MoM does count 1.5 Move for diagonals, unlike FE MoM has a few terrain features. FE has Zons of Control, which is cool. I wish they costed more to exit, and did n
[quote who="Kantok" reply="12" id="3079824"] Quoting DarkGaldred, reply 9 But if there is no option in the game forcing me to do it, I will have a hard time not reloading whenever one of my pokemons champions get slain. Discipline yourself better. Don't force others to play with a mechanic they might not like purely because you're unable to stop yourself from playing in a manner that you feel you shouldn't. That's like a g
It's not about being better. Ironman mode has several effects that have nothing to do with it : you care much more for your units and champions because you know they may really die (at least, it worked in Chaos Gate), and it forces you to play more conservatively. But if there is no option in the game forcing me to do it, I will have a hard time not reloading whenever one of my pokemons champions get sla
How about just having an ironman option when starting a game? Stability would be a killer though (I had an ironman game corrupted for chaos gate in the end of the campaign, and it was pretty bad). It works much better than forcing oneself not to reload!
I was not able to land a single maul with my high level heroes in muy previous 0.77 game either (they were level 15-25). But I am being mauled by bears in my current one. I don't know wether it is the item that was bugged, or my game, or whatever.
I have played a few games in Hard, and I am trying ridiculous right now (with various variations of a fire/death or fire/life sovereign). Here is my feedback about the game : Balance Regular vs heroes This one is well known, and documented on Frogboy's diary, so no need to speed much time about it. There are various ways to fix it : 1) Make it harder
It could be fixed with a maximum number of additionnal hits, or a non linear increase to the accuracy malus : for instance, it could start at 4 and be tripled for each subsequent hit.
Indeed, my game became corrypt right after that (and I didn't get the sword either).
Alternatively, the number of hirable heroes could be linked to faction prestige, or any other stat that would more or less make sense (diplomatic capital?) so that it is impossible to make a killer hero stack too early. If there were flanking penalties and limited hero number, letting heroes battle without support would be bad for their health. I like the idea of heroes costing upkeep too. Edit: Another solution would be to make HP and damag
IMO, Units should level up faster than heroes, not the other way around (as they get less benefits from leveling). And maybe leather and basic weapons should be available from the beginning, or much easier to research, because by the time you can afford it on your troops, you don't need troops anymore with all the random stuff the heroes can get their hands on). I think Fireball and other AOE spells are another reason troops are so weak : its damage should be much l
We should be able to demolish from the city list anyway, it would be much faster to demolish buildings with maintenance.
Indeed, I was asked 1800 Gildar for upgrading a single spearman from basic spear+leather to legendary pike + chainmail after arena, although it would take me less than ten turns to train a new one. It looks like units pay almost as much for upgrading as hero would pay for buying the same stuff.
I won every fight in the arena, including the last one against golems. Maybe I was offered the choice between taking the blade and teaching my smiths how to forge new ones, I don't think so, but I may have missed it. Anyway, I ended up without any new blade, and with a corrupted save afterwards (but my smiths were able to produce legendary weapons indeed, and I won the intermediary items in the arena). I have not found a way to upload a file from China as both dropb
It is weird, I could not land a single second maul attack in my 0.77 game, even when my lvl 20+ champion was trying to hit lowlies archers from another kingdom. 0 succesful mauls in like 100 attacks sounds like a bug for me (or the accuracy drop is much higher than the displayed 4). On the other hand, I never missed a single double strike or crushing blow. Maybe these are bugged and always land.
I could have 2 fireballs cast at the same time, but each time someone was hasted or slowed, it canceled the spell indeed.