jirkaesch

jirkaesch

Joined Member # 3292863
20 Posts 129 Replies 1,442 Reputation

Derek, I know its kind of late...but are the unit sizes (currently 3/4/5/7) definite? Every reduction in unit size kills the immersion a little bit, at least for me... Have you considered going bigger unit sizes, like 5/7/9/11? Not only it would let us lead bigger armies in the late game [e digicons]}:)[/e] , but it would also (i) stress the importance of units in the early and late game, thus help the AI (relies on units) and (ii) keep the smooth differences

357 Replies 614,483 Views

In case you slow down research and production, there should be also reduction in xp gain for heroes, shouldnt it? At least in case you want to keep all the game parts (cities, heroes) in constant relationship...otherwise, with slowed cities and research, the heroes will rule.

13 Replies 4,183 Views

Guys, I am afraid we reached kind of dead end here... Obviously, Stardock wont really nerf heroes (sovs & champs), because hero development (levelling) is one of the main selling points of the game. It is entertaining, well done and funny, as most of you confirm that by playing the game even in solo mode. It is what most of the players (and guys writing reviews:)) will see at first and they will like it. And you want to hard-nerf this, by e.g. halving the xp gains? Halvi

150 Replies 539,527 Views

Nice changes! Looks like this changelog will really become monstrous by thursday :) One question though: since we get nice new traits for solo-ish heroes (like Loner champion), is there any chance we get some real, juicy traits for general heroes relying on units? Not only cautious accuracy etc. bonuses, but some real +attack meat! :) Something like - Warlord - + attack for all units in stack - Attacker - + attack, - defense for all units i

158 Replies 60,659 Views

As of Brad´s post: interesting proposal…I hope it will help! In my eyes, however, I see heroes still quite differently… Coming back to Warlords III, one of the greatest fantasy games, there were also heroes with different paths, like in FE. Generals, mages, alchemists…and of course, warriors. And yes, they can become quite powerful. But the game and mainly the combat system was set in such way that even though godly hero can take on tons of crappy units, he

150 Replies 539,527 Views

"Well, the benefits with the system is pretty obvious. It's called strategical choice. Do you go for better weapons and armory first, or do you go for huger squads (meaning more hitpoints and more concentrated arms power), or perhaps I want to fit more heroes and units into an army (Having 5 instead of 4 units in an army of course can mean a great deal too)?" This is more virtual choice, in reality. In any of my games (challenging, hard), I was still able to researc

150 Replies 539,527 Views

@stein220: yeah, that is definitely a way to distinguish light vs. heavy. I know the whole concept is a bit chunk to implement, but i still hope at least the most obvious things get in, like: - spears attack bonuses vs. mounts - archers attack bonuses in urban combat - cavalry bonuses on plains - some unit/gear/trait bonuses vs. heroes etc. And at least SOME terrain modifiers would be great as well... but hope is the on

7 Replies 5,820 Views

Thx for positive responses! Yeah I know is not that easy to implement, but it seems like very logic and obvious system for me. What can be done within the current system? Hero nerf, some new units with current gear...maybe with lots of folks complaining, some new juggernaut-like units? I am afraid that wont break the ground... Such global change like unit classes and terrain modifiers would help the game a lot, at least in my eyes.

7 Replies 5,820 Views

For me (and clearly I am not the only one), the solely greatest problem FE has are its mundane units. Generic, no flavor, weak and unsympathetic… I tried to think up a solution that can be easily implemented without requirements of any new feature or advanced game mechanics. And I think this solution lies in unit classes and terrain modifiers . Unit classes – most of you know that, it is history proven, real

7 Replies 5,820 Views

I find caputred lairs capable of spawning troops (wildling villages, ogre lairs etc.) very entertaining, they give FE much fantasy flavor and can even turn the tide of the game. But one question bothers me, do their spawns (wildlings, ogres) scale as the game progresses? I guess they do not and that is a pity. Cant we just let the lairs to to be upgraded (lets say 3 levels) and then produce higher tier units as well? It would be great if they can spawn also e.g. shamans (coal stones!), t

4 Replies 4,579 Views

What I would like to see? 1. Limited number of tiles in cities per level - aka Galciv planets, cities could have limited amount of usable tiles per level. So I have to really think of whether I would build merhant + pier + lumberjack or bell+monument+something-else. You can also use increased amount of tiles per level as a racial bonus (Gilden? Magnar - slaves?). By default it could go (per levels) 5 - 10 - 15... ? This will stress strategic p

172 Replies 674,605 Views

Greetings, knowing that diplomacy is in the works now, I decided to sum up my current experience regarding this field and put up some (maybe inspiring) thoughts. I have played several games up to now, both on normal and challenging, which I think are the most frequent difficulty levels. My primary interest is strategy level (act II and III), not RPG elements. I try to refer to Galciv though, as it is obvious inspiration point:) 1. AI declaring war on me Maybe it is a bug,

0 Replies 2,014 Views