[quote who="jshores" reply="7" id="3360732"] Quoting bortlings, reply 6 With ranged weapons, Clumsy should offer a chance to randomly shoot an ally and if the hero is by himself, then he shoots himself. Hilarity ensues. That would be comical. Really, in Joeball's example there is still a drawback, since even he says you can't place your sovereign next to other units safely. And obviously, Cruel is still giving you 5% unrest. <b
SBFMadDjinn
some of the weakness's aren't 'strong' enough not to take at all times. The above points on Cruel and Clumsy fit that description. You then are able to get an extra design point to put into something really nice, which sort of ruins the balance. I wouldn't mind seeing the weaknesses get a bit stronger so that taking one really does hurt - but just enough that it's worth taking for that extra point in something else.
[quote who="Trojasmic" reply="44" id="3360513"] I would apply the same theories to "playing to win players" vs. "playing for the experience players" to my "cares about UI" vs. "doesn't care about UI" theories. You basically have 75% of the players just playing for fun. They don't really care about balance, etc., but the other 25% do care about balance. This is why if you address the balance issues then you please 100% of the people... get it? Same f
random final balance point discussion -- As much fun as it is to go grab the easy win Fireball spell (Annointed by Fire), I'm wondering if we should instead have a different spell in that slot (keep it fire based to keep most of the text/flavour). Not needing to go 3 levels into the Fire spell tree for arguably the most effective fire spell in the game seems a little off to me (especially a warlock/mage with -1 casting time and mana cost reduc
Aside from the found out issue: re wrong faction in the title of the thread, Queen P AI really does need to use Arcane Monolith for every single outpost that the AI wants to found. It'd make her far more dangerous as an opponent.
I was away all weekend, but will answer this now: first - when I say 'balanced', what I mean is that there should be 'viable alternate choices' wrt the points. I don't want anything 'watered down to the point of not being there' as some have inferred. Choices are what allow for deeper gameplay and replayability. If my choices are cut down to 1-2 'choices' due to poor dev efforts, then the game will get boring fast. Instead, h
[quote who="brass1983" reply="30" id="3359353"] I think playing any 4x game to win is doing it wrong. Personally i like to roleplay a bit, really get into the story I'm creating within the game. I tend to quickly lose interest if the story gets boring and i'm steamrolling all my opponents. I play lots of games, and the ones where "playing to win" is the only real option get played once and quickly forgotten Games that can be played for the experience, howev
[quote who="cardinaldirection" reply="84" id="3359076"] Quoting SBFMadDjinn, reply 75 Twitch: http://www.twitch.tv/maddjinn/new Fridays and Mondays at 5pm EDT (10pm UTC) I live stream for 2 hrs. Tuned in^ 3 helmets in a row... RNG definitely needs attention.[/quote] 3 leather helmets, 1 compass, 1 recall scroll and an Ice spear. RNG it is, but that RNG sort of ba
steam auto updates, so the only way not to get the latest update is if you told steam not to auto update.
Dragons are at the end of the tech tree, require gold for the improvement and only have a few spots on the map to begin with (which are guarded by dragons)... They aren't unbalanced, they are the late game "if you're still messing around, here's something fun to play with" sort of unit.
[quote who="mqpiffle" reply="80" id="3358992"] Derek, do you know that the Unit Upgrade Window is bugged? It auto-closes after choosing a single upgrade, when it seems like it was designed such that you could select all the upgrades you want, then manually close it with the Done button.[/quote] I would definitely like this change. Having to open the upgrade window 3 times for a full upgrade seems like a missed opportunity.
[quote who="Naidrev" reply="78" id="3358772"] Quoting Derek Paxton, reply 71 Give us a link SBFMadDjinn, I'd love to check it out too (I've watched some of your earlier ones). With all of the drama that Nintendo has been involved with recently, claiming all ad revenue on Youtube for themselves, I'd love to know: Does Stardock have an official policy on monetizing Let's Plays?[/quote] Nintendo plans on never seeing their games
try verifying your files, it could be that one of those .exe are looking for something that didn't get downloaded.
[quote who="Derek Paxton" reply="71" id="3358612"] Give us a link SBFMadDjinn, I'd love to check it out too (I've watched some of your earlier ones).[/quote] Twitch: http://www.twitch.tv/maddjinn/new Fridays and Mondays at 5pm EDT (10pm UTC) I live stream for 2 hrs. I've also got the Mancer playthrough slowly being added to my YT channel (linky to the
[quote who="GFireflyE" reply="69" id="3358585"] I'd love to see a 'let's play' with this update. [/quote] Every Friday and Monday on my twitch channel ;)
I guess as a small addendum to the above, the game is usually decided by Boar Spears and chainmail, and rarely goes to platemail or higher level weapons if people aren't messing around. This is basically due to the long tech times and the fact that the player can have a much better developed nation around the time that they need to get to the armour tech. I'd also be ok with moving the +% vs. armour from the spear to the mace to balance it out.
A few items first: (sorry for the wall o text... would be nice if there's a spoiler tag on this forum). 1) The problem isn't that there are good players that will beat the AI no matter what is done to it (shy of adding in real computational intelligence programming and/or a server farm to constantly adjust the AI based upon real games played) it's that the AI doesn't seem to be able to utilize what is in the game properly in the fi
[quote who="Azunai_" reply="12" id="3357540"] Quoting Anelyn, reply 9 @Azunai: Regarding Hearth of Fire - haven't tested yet, but I suspect it follows same rules like Mage damage, and is reduced by fire resistances, and completely discarded in damage calculations vs immune opponents (at least that would make sense to me, if you have a group of 6 archers made in a fortress with 4 essences with HoF buff which gives them extra 24 atk as fire dmg and their base atk is 6
this one is definitely a problem in the scenario. All you have to do is start diplomacy with someone that you're permanently at war with and you can trade as per if they were not at war with you.
[quote who="Gandalftheredskin" reply="2" id="3355786"] Just checked it in current game, seems to be fine.[/quote] not in my game: This is a screenshot of the turn after using tremor on the ruffians. On the actual turn casting tremor, it states Immobilized for 3
[quote who="Azunai_" reply="35" id="3354446"] i usually pick a path that seems appropriate for that sov/faction. for tarth/irane, i think archer assassin is more or less the "canon" path. i wouldn't play magnar or markin or carrodus as assassins, though.[/quote] I usually do this as well. Some Sov's are better for certain paths. Not that you can't completely ignore that, but it tends to lead to an obvious choice.
[quote who="Anelyn" reply="30" id="3354076"] So it's Yithril [/quote] well, that's what happens when you ask the viewers ;) Plus I haven't really seen a Juggernaut in FE LH, but it's becoming rather apparent why - they come too late to really matter much. I'll try to get there before they become redundant, but I'm not sure it'll matter by then.
But otherwise, I guess it's either the Tarth or the Yithril tonite (in ~10 min) as the changes are a bit too nice to keep playing the Bandit Queen one.
The part I don't like for Tarth is the 3 or smaller army 'boost' and the fact that all but the last bows are useless for heroes.
yeah, while the starting bandits are 'nicer' (swords rather than clubs) and the ability to convert them is entirely gildar based (as the bandit units aren't 'great'), it would be nice to boost this profession as there's just not enough bandits to go around. Another thing that can be done is to extend 'bandit' to include the Syndicate and other mob spawns that might fit the package (all 'men' types, no actual monster types). <