jonmdewey

jonmdewey

Joined Member # 2745453
0 Posts 12 Replies 8,070 Reputation

rsterlac I like that suggestion, quick feedback == learning possible. Though, it is more how things used to be and a lot of ppl thought it made the game too hard. I always though warnings or zones of control (as in some of the older heroes of might and magic series) were a better way to go vs just making the monsters sleep for x turns and then suddenly w

11 Replies 17,475 Views

like The monsters should tell us when they have been roused. Something like after completing outpost-X the workers ran away when they saw that their handy work had roused the mighty dragon from his lair, who won't be satisfied until he finds a city to feed on.

11 Replies 17,475 Views

Weaknesses: - Cruel: Can not recruit champions Seems pretty harsh - Cowardly: - 20 to accuracy and spell mastery The trait to pick for fire mages who don't care about such things, effectively rules out any other build type - Inefficient: Constructing buildings take 50 % longer I can't see anyone ever picking this - Vulnerable to Magic: - 30 to spell resistance You could make this -100% and I'd still pick it over all t

19 Replies 7,188 Views

I too sense the dangling of population. Most games start out with taxes at none, and maybe bump it up to low at some point only to have to bump it back down to none after I start conquering cities. I actually still play trying to keep population high (I guess, carry over from previous builds where pop was all powerful) but my next game I expect to do much better by ignoring it, and probably ignoring towns too. I can get good money from city gold buildings, and I won't miss the tax

37 Replies 100,472 Views

@ CdrRogdan I don't think the distinction can be made between heavy/light armor units given that units are upgradable... Another idea is to increase the availabilty of overpower like spells and abilities, so that there is a strategic trade-off between single units and group units. The drawback to this

16 Replies 10,319 Views

Crash to desktop Small map a few turns in just finished fighting some ruffians (I attacked those villains at their camp). The game got stuck in its lag thing that it does when they used their throwing knives. The second one seemed to get stuck longer. I clicked auto-play to get out of it which worked, and then paused again so I could finish the rest of the battle. After the battle the game crashed. <a title="https://www.dropbox.com/s/dafnm1za0o7r5cp/crash%2C%20debug.err" href="ht

1 Replies 3,522 Views

In general hero development is fun, I wandering around the world smashing monsters and enemy cities with my sovereign. I also like picking new traits and decking him out with cool loot. I think there is room for improvement though. * When selecting a trait, trait-trees should be accessible. The tree should at least be in the doc. For instance for a while I ignored the quick until I figured out it was actually a tree. Also it should show all the spells you get from selec

4 Replies 14,143 Views

also I vote for fixing: Outpost/resource destroyed notification being on the top of list for priority. It is incredibly frustrating, many games have got this right. Just put markers on the map of resources that got destroyed. When you click on the side notification have it take you to the resource that was destroyed, or even cycle through them if more than one, like the enemies in your territory notification. Next up are all the spell damage success rates,

13 Replies 16,474 Views

BUG : custom sovereigns can lose their heads, it seems to happen just by letting the game idle for a while and then starting a new game. Restarting the game fixes this BUG : archer arrow, and wizard staff animation sometimes gets confused so that the attack/bolt comes randomly in from the side of the

5 Replies 6,643 Views

I too enjoyed some of the events from the galiv series. Particularly the found ancient ranger ship (if it was early enough in the game to matter) or if it was a minor race giving them some staying relevance power, minor race stealing techs, the race alignment switches. The more frequent less game changing choices were also cool when they made me feel I had just gotten something useful. Often they didn't have much effect and lacked personality Unfortunatel

12 Replies 46,508 Views

+1 age of wonders did this, they had snow, and swamp lands extending outward in your zoc, it was really cool looking and useful to tell what faction was where even at a glance. Personally I think they should all be spreading some type of life, which gibes with the general lore and is intuitively a good thing ( as opposed to say, spreading perpetual winter ), but that doesn't mean the life all needs to look the same or even necessarily earthly life. I imag

6 Replies 8,737 Views

There really should be a diplo feature to auto-automatically boot all AI players from your lands. Maybe it would have negative consequences, but since the comp does it all the time it probably shouldn't. Trapping units via invader boot messages seems like a design bug. A pretty useful one esp with archane monilith giving you the ability to do it almost anywhere for a price. Not quite sure how to fix it though. Maybe there should be a travel to city I own opt

6 Replies 6,538 Views

I agree it is very powerful. It is also pretty fun to play with. Don't know what the right option is for balance, but if they are re-doing outposts then that would be the time to balance it, it obviously doesn't need protection to be a very useful spell.

21 Replies 6,901 Views

I think the knights shouldn't attack towns. Everything else sure, they can avoid the knights, but towns no. They are too powerful for an early game roaming monster that destroys towns. bc they are roaming you don't necessarily know you are building a city in their territory. Not unless they warn you before you try to build the town. Come to think of it, if it does warn you, it might be cool if you had the option of paying them tribute when you build the town t

49 Replies 113,441 Views

Yes there are aspects to this game that are not noob friendly, especially around learning which battles you'll win w/o casualties and which you can't. I'm sure there are ppl here who are much better than me. I'm also somewhat new to the game, but I've played this type of game before and have beat it on hard. The key to these types of games is usually being aggressive in expansion (cities) and in leveling up you hero (sovereign).

31 Replies 119,128 Views

I'd recommend going for a melee sovereign. Queen Procipinee isn't a bad choice, for starting out with the pre-made options. I like to expand quickly with new cities, but that is mostly carry over from other 4x games. As far as the hero is concerned, as others mentioned at the very beginning you are wandering around picking up free loot and fighting very weak monsters. Many weak monsters can stomp

18 Replies 6,766 Views

nice to know about the fix to heroes treating lairs as goody huts, that should make a noticeable different in AI power progression. ranged unit stand-offs. Hrm looking around I see a few other reports of that which I guess is supposed to happen if they have a sufficient number of ra

6 Replies 7,847 Views

wow thanks all for the great answers. The initiative explanation makes sense of why slow seems so powerful (specially when chaosSlow and iceElementalSlow stack on top of it- though those all stacking may be a bug) The spell power thing is a little disappointing :/ it looks like the only way earth, air, and life mages can really improve their spells is with shards, and the one manaCost reduction trai

18 Replies 70,869 Views

These are some of the AI bugs I've noticed in the maybe 6 games I've played now. The AI in tactical combat for 4x games it typically pretty bad. Most of these bugs are by no means unique to FE, and I've seen them in a lot of games I've played. Purely tactical games tend to do better, if you have played Battle for Wesnoth it 'feels' like the AI tries to take a number of these into account- particularly killing units whenever possible point.

6 Replies 7,847 Views

@ joasoze I don't think a bug where the monsters use my fow can explain their behavior. I can sit there with the monster + (city/watchtower) plainly in view with the monster completely dormant. I'm not claiming they never take out AI owned units,

18 Replies 70,869 Views