Hmm, okay. I thought I can train slave armies with that trait alone, this makes it much less appealing for me. Thy anyway.
jirkaesch
Hi, I have created my custom race (kingdom) with Slave lords trait - kind of more opportunistic Mancers clan:) The trouble is that while all the growth/enslaving defeated humans stuff works, I am not allowed to designe custom slave units. It is a bug, I guess? Because otherwise it would make no sense to let me pick this one, without getting the full feature...
I basically edited TroopCount in CoreUnitGroupingTypes (increased to 5, 10, 15, 20). Plus XP modifiers, city growth parameters and level barriers in CoreImprovements and ElementalDefs. BTW, I have another question. With higher troop count (i.e. 10) in tactical and strategic map as well, all troops within unit merge into single figure. According to HP, att, defs etc. there are 10 of them, but graphically merged into one figure. Do you know anything to prevent that?
Hey guys, I have yet another question regarding starting bodyguards (spearmen and militia that comes with your sov at the very beginning of the game). Since I like more epic games, I changed group values for units, to come in higher numbers. From that moment, however, these starting bodyguards always come as one individual, i.e. one spearman and one militiaman. Any idea what I might have done wrong? Thx!
Guys, sorry in advance for newbie question, but where can I eddit xp/population limits for hero/city levelup?
Nice idea! But wouldnt it be better to have such limit for an army rather than for a unit?
Alliance tech being too late in the tech tree and AI being not able to use it is one of the most serious late game flaws. It was discussed even in the FE beta phase, as far as I remember. At least since the last AI update, we have some AIs that are not constantly in war with each other all the time and are able to trade etc. One example of spiced, memorable late game from my favorite Galciv II. In one of my best games, two late power blocks emerged: me (in the lower middle o
Yeah, -30% tu unrest is significant...but why not tying to it some explicit weakness as a pay-off?
Well I think solution might lay in racial-unique late game technologies...as in Galciv II. Bringing some really uber-powerful stuff to late game. Kind of enhanced Jugs or (more) enhanced Golems :) Or armor, spells, weapons, summoned creatures... that are able to really turn the tide, once the AI gets to them (and player still not).
Summoning has great potential. It just needs a little more love ;) As I suggested elsewhere, why not give Summoners opportunity (perk in the hero path) to summon two creatures of each kind? BTW have you tried wisp or lightbringer? This combo seemed to me damn powerful...
I am not saying it will not alter gameplay, parrottmath. But will it affect your playstyle? Is that bonus (even 2-3x bigger), significant even in early middle game, with all those clerics, shrines etc. in all your core cities? I dont think so...because of that, you may build few more buildings or units, but to change your strategy? Even with -10 % bonus? I am not really sure... To make myself clear, I have nothing against numbers variation in general! In certain ca
Giving Nobles higher -unrest bonus... well, how that contributes to a (possible) different playstyle? Will you build different buildings? Design different units? Go for different goodie huts, hero paths? You will just build stuff faster. I am afraid that this is still bland, statistical parameter, not regular feature...
Boring late game is one of the most serious FE/LH issues. It comes out mainly of insufficient faction diversity , early break even point making the player invicible and lack of any power-tiders that can AI use to switch power balance back (remember that Iconian late game technology run?). I have been curious since FE beta how Stardock deals with this and although there were gradual improvements, still more need to be done...
Yeah BioLogos, overall I have to agree with the Armorer thing... this is a significant bonus. But in my opinion, it should motivate you to use armor even more than standard sovereign...if it does exactly that, it is fine.
[Responding to the other thread as well] Well I intended to make professions review as well, but you made it first, so lets discuss it [e digicons]:)[/e] In my humble opinion, sovereign profession should give you an opportunity for a different playstyle (maybe even force you to different playstyle?). CERTAINLY NOT give you just some bland bonus of 0.5 % or 1.5 % to something. Rather few professions of current set may pass this test. I will start wi
Well I intended to make professions review as well, but you made it first, so lets discuss it :) In my humble opinion, sovereign profession should give you an opportunity for a different playstyle (maybe even force you to different playstyle?). CERTAINLY NOT give you just some bland bonus of 0.5 % or 1.5 % to something. Rather few professions of current set may pass this test. I will start with the least troubling. Beastlord</str
Have not really played enough to say the final word, but different armors need to have dodge penalties as well. Obviously. The only reason they are not included yet I can think of is that Derek does not want to balance two important parameters at once (init + dodge). But I sincerely hope they will make it into final game. But in case they are not added, all realism goes pfffll :)
Aren´t we simplyfying too much? Why dont have separate line in the editor for (early) one handed axes and (late) two handed swords? I can imagine one might want to have early durable axemen with shield and cleave and late swordsmen with heavy counterattack. Further, defensive nations might have full scale of one handed axes (like spears) and warriors might have full scale of two handed swords...
Yeah, I had the same, twice.
At first, thanx Stardock for great game! After some ten hours of playing, its time to share few thoughts... Performance The game gets surprisingly sluggish (I mean, compared to the effort that was put into optimization) early on - I play medium/large maps (8 factions) and in the mid-game, it *sometimes* lacks noticeably (i7 notebook, Nvidia graphics, Win 7 64x). I have noticed that large objects like monsters make lag worse - in my
[quote quoting="post"] Pioneers cost gold instead of population [/quote] Oh no, tell me this isnt true! Or it is just temporary change, until Brad can adjust AI to it... Having to decide, whether I will let my city grow or attempt to expande is exactly the great strategic choice I enjoy, as did Brad in hist pre-beta video! PLEASE keep it! Or at least make it so that SETTLE button costs 30 pop... Gold cost is just
As of commanders (governors), I see three lines of abilities for them: - empire wide effects (unrest reduction, mana or food production etc.) - town they are in effects (further unrest reduction, production + growth boost etc.) - units effects - I am not sure about whether they ought to give any bonuses related to their presence in tactical battles (more suitable to warriors and defenders?), I tend to think of them more as indir
xaltotun: I definitely agree...no more unit sizde reductions!:)
I.e. I heard rumors that new, stronger variant of Butcherman called "Slaughterman" is about to be put into game?
"XP isn't divided if you have multiple champions in an army anymore." Holy crap, thats revolution! Looking forward to put my hands on it...