I always liked the gameplay element of allowing the ZoC to expand with the physical building of the city. It is a unique element to Elemental, and it allowed new strategies for building cities. Removing depth from the game frustrates me, and I can't understand why so many want to simplify the gameplay mechanics.
Martimus
I never understood why snaking was hated in the first place. I liked building my cities strategically to allow access to new resources. Does such a thing really make people mad, or make the game unfun to some people? I don't get it, and I never did. I stopped playing the beta because Brad threatened to remove the city customization anfter the second beta. We have been arguing about this for over a year now, but the vitriol against city snaking has never made any sense to me.
Is it at all like Primal Rage? That game was awesome!
I usually make it a town to take advantage of the economic treaty bonuses.
the road also sends caravans that increase the gildar production in your capital by 10%. They also level up after multiple trips, but you rarely see that since it takes so long (higher levels produce higher percentage increases in Gildar at the capital.)
[quote who="SOLOSOL" reply="33" id="3276719"] Quoting Martimus, reply 32I like the idea of having to bring down the beasts HP to under 10 or so before you can tame it. That mechanic works relatively well in XCOM. That would make low level beasts easy to tame, but force much more effort to tame higher level beasts. This comes to be an interesting option too. Thinking about it, I would change the threshold to mmm...25 HP? This way, low beasts are tamed without need of
[quote who="riadsala" reply="8" id="3276549"]As I'm still learning the game, I'm re-loading a lot. I think it will take a good couple of playthroughs before I get a good handle on relative power levels. I'd like to see an Ironman mode added to the game. Knowing you can't go back an undo your daft mistakes is different from choosing not to go back. It gives games a similar edge to boardgames/multiplayer. [/quote] I agree. Playing XCOM in Iro
In GalCiv2 I played Ironman in every game. I haven't played ironman in FE yet though. I just am not very good at it yet (well I wasnt very good at it, but I seem to be getting better pretty quickly.) Actually, now that you mention it, I think I will start playing Ironman from now on. I already do once I get my place settled, but I understand the game well enough now that I should play ironman from the beginning.
I like the idea of having to bring down the beasts HP to under 10 or so before you can tame it. That mechanic works relatively well in XCOM. That would make low level beasts easy to tame, but force much more effort to tame higher level beasts.
Thanks. I forgot about wildings and such costing influence. I didn't know that henchmen cost influence, so that is good to know. I was thinking that influence might have some correlation to diplomatic relations, but had no idea how that worked. I am going to assume it does not, and only worry about keeping enough to hire henchmen.
I have to admit that even though I have been playing this game since the first beta from EWOM, I have no clue what influence does. What does influence do in the game? Could a tool tip be added to it explaning it, since it isn't very intuitive what it actually does.
I completely disagree. Maybe you would have a point if you only play the game once, but beating the game one way over and over is boring. The Epic Quests are the reason I play the game.They are the fun part. The rest of the end game can get monotenous and boring, but switching to Epic Quests once you are in a dominant position keeps the game fun. If anything, I hope they add more epic level quests and tougher Monster challenges that go with them.
they dont cost anything anyway. They become free enhancements once the sovereign surrenders (or at least did in the last game I played.)
How do you manually place buildings? I tried for a while, but couldn't figure it out.
the trade treaty seems to give your capital a 10% boost in gildar production. You can see the effect in the tooltip on the capital city screen. As a bonus, if you conquer enemy capitals, those cities will retain the 10% bonuses from trade treaties they negotiated as well.
Maybe they have learned that it is often more useful to keep around the shell of a broken oponent and open up trade and research treaties with them than to finish them off.
Dragons are already immensely powerful. Put two of them in your army and nothing can ever win but you. Having overpowered spells isnt an issue unless they have low mana costs. having all weak well balanced spells makes for very boring gameplay. You did a good job killjng the dragon, but that does not mean that shrink and grow are too powerfull.
[quote who="Glazunov1" reply="15" id="3272068"] Quoting Martimus, reply 13I think the idea of the high upkeep is that these units cost nothing to build. Well, but think of it this way: when you actually finish building a unit, you've paid for it in terms of taking up the queue which could be spent on something else, and it's taken time. Then there's a very small upkeep. These other units we're discussing that pop up from villages,
speaking of dragons, does anyone else have the issue where the sweep command takes over 10 seconds after the animation to actually give damage? I had this same issue in EWOM, and it was a huge pain with forest drakes that dont hqve the fire breath ability.
I think the idea of the high upkeep is that these units cost nothing to build. I don't mind that trade-off, but I don't like that I have no way to control the rate at which I get the units, other than to raze the site. It would be nice to be able to turn off the production of units outside of cities without removing the abilty to recruit them at all.
[quote who="Lord Xia" reply="19" id="3271949"]Buggy fire breath and lucky items. But still, he did do it.[/quote][quote who="Lord Xia" reply="19" id="3271949"]Buggy fire breath and lucky items. But still, he did do it.[/quote][quote who="dangerlinto" reply="20" id="3271961"]Yeah - this deosn't seem to bad. I've beaten ridiculous creatures on like turn 20-30, but it's because I got a studded collar, b-lined to the nearest gigantic spider and let it to all the rest
I actually disagree with every point you made other than the lack of heavy armor in the early game. I would like to have a light and heavy armor upgrade path option
if this is the case, I could take all cities with only two units, even weak units. The first one could lose the tactical battle against the defenders, and the second woukd take the city no matter what happened in the first battle. I will try this out to see if it works.
I have a simple suggestion for FE. After playing a couple of long epic games, the ending credits are completely silent. This silence is quite anti-climatic. I would suggest adding a suitable piece of music to go along with the end credits for an epic game.
that is good. I learned a few tricks, and I have been playing since the WoM beta was first released.