Request List

The game has come a long way but there are still a few deal-breaker issues with it. Please fix these before releasing it.

The big one for me is the tactical battle placement of units. Currently this is really really poor. Yet I've not seen one post from anyone from Stardock acknowledging that it is an issue or that it is even being looked at. Is it just too hard?

Every time a change-log is posted I look to see if this is being addressed. And every time I'm disappointed.

There is so much to like about this game but when you lose units because of the screwed auto-place for tactical battles it makes your blood boil (yes, I am posting this after just such a rage-quit - and no, it's not the first time this problem has annoyed me to the point of rage-quitting).

I can forgive that the game can't handle naval or flying units. I can forgive that pioneer spam is the road to victory (although that one would be nice to be addressed as well but I think we're too far along now). But in a game where the focus is on squad-based battles it is not forgivable to run with the current system of random placement of units.

Thank you for letting me rant. I feel a little better now. :)

31,507 views 33 replies
Reply #1 Top

i wouldnt call it deal breaker but yeah it would be much much nicer to have a placement, there was one guy who did a very cool plan for it dont recall who he was though

Reply #2 Top

Quoting ddd888, reply 1
i wouldnt call it deal breaker but yeah it would be much much nicer to have a placement, there was one guy who did a very cool plan for it dont recall who he was though

Yeah, i think the scaling of the damage spells and that the AI is unable to create powerful heroes with useful traits are much bigger problems.

Reply #3 Top

stop ranting, make a lets play ;)

 

Things that should be fixed before release:

Unit placement

Using magic in autobattle

Kill bug that makes some quests not trigger

Reply #4 Top

I actually have a few complaints about tactical and this is one of them. This issue was acknowledged in beta 3, but no word on fixing was given after they promised to look into it, if I recall.

 

I will make a proper post about these:

1. No tactical placement as Das123 illustrates in another thread could be done very easily from the strategic map.

2. There is too much room in the rear of each map, allowing for even the slowest units to kite three or four shots before the enemy can respond.

3. Special Abilities are certain to hit and yet many of them are in denial of this fact. The mechanic does not allow for a miss.

4. The AI does not build a strong army and allows much weaker armies to attack our superior forces. This is called feeding and it is bad.

Reply #5 Top

I do hate that my archer hero, who is Wraith and has few HP is always at the front of the fight.  If I fight wolves or something fast, they kill him before I ever get a turn.  Wish I could at least decide how they are going to enter battle, and could put mages/archers in back.

Reply #6 Top

While I have my own lengthy wish list for tactical battles, which includes placement, I don't think this *feature* request could remotely be considered a "must have" prior to release.

Personally, I'd put the ability to define how units will behave in battle above placement (i.e. aggressive vs. passive vs. flee).  These are all things we'd like to look into along with things like rally points on the main map, units spawning ON the city tile (not outside the city to the bottom left), showing the path a unit is going to take before executing on that path, etc.

But none of those things are going to determine whether FE is successful or not.  So before we commit such time and energy into them, we need to see what the level of interest in fantasy strategy games is.   Did you know that FE is the only fantasy strategy game in the Steam top 100? (No Warlock, No HOMM, No Disciples, etc.).  

So I think it'll be fair to say that the market needs to decide whether it's worthwhile to continue enhancing in these areas after release.

 

Reply #7 Top

And do you know that FE is worlds better than HoMM6, Disciples3, Warlock1, etc? I think as far as steam sales go, the game is going to get huge pretty quick. I am betting on it. These things aren't specifically game breaking, but some of it could be solved right? I guess as long as they are on the table for the 1.1 version, I am a happy camper. As a temporary measure, I would block all tiles to the rear of starting positions so that humans can't game archery so much. I was sad to see archery get another nerf, though I agree that the number of free shots they get kind of warrants it. 

Reply #8 Top

these stats make no sense

warlock is bad despite some ppl trying to defend that untested and flawed game, i dont believe someone really played it more than once, there is nothing else to it after a full game

 

and in general there are few strategy games, even less TBS

combine that with the fantasy and you dont have the numbers to really make a meaningful statistics here

 

market as always will follow good games imo

 

 

 

 

Reply #9 Top

Quoting seanw3, reply 8
And do you know that FE is worlds better than HoMM6, Disciples3, Warlock1, etc? I think as far as steam sales go, the game is going to get huge pretty quick. I am betting on it. These things aren't specifically game breaking, but some of it could be solved right? I guess as long as they are on the table for the 1.1 version, I am a happy camper. As a temporary measure, I would block all tiles to the rear of starting positions so that humans can't game archery so much. I was sad to see archery get another nerf, though I agree that the number of free shots they get kind of warrants it. 

 

did you play the last build?

monsters move so fast now... i get all my mages nearly dead on the first turn

 

also monsters dodge VERY well my tanks now

 

i say improvements to ai and monsters rebalance in last patch worked very well, still there is work to do but its much better imo

 

btw i dont disagree about rear tiles, i think there should be like 1 line or 2 max :P

Reply #10 Top

Whether one actually gets to put the pieces themselves or not may not be make or break.  Being able to at least determine for one side front, middle, back is..

Tired of my warriors hitting the back row and archers and casters getting front row and nailed. 

 

 

Reply #11 Top

Warlock is not a bad game by a long shot. I have played it a lot! 

Fallen Enchantress is e very deep and good game with potential for a legendary status if its improved by patching and dlc in the future. Seanw3 says he is betting on success, but really its the Frogs money at stake ;)

Still Frogboy, a few more patches please. First impressions are so important. Just a few more yards to the finishing line.

 

And finally a great THANK YOU to Stardock for this game!

Reply #12 Top

Quoting Supreme, reply 11
Whether one actually gets to put the pieces themselves or not may not be make or break.  Being able to at least determine for one side front, middle, back is..

Tired of my warriors hitting the back row and archers and casters getting front row and nailed. 

 

 

 

Me too, me too.  

Reply #13 Top

I am talking about army vs. army battles. Monsters are almost always outnumbered. They were given those move points to combat exactly the same thing I would like it fixed for army vs. army. If you are losing mages, you need to give them some leather armor or make a high initiative tank to block the field in front of your mages.

Reply #14 Top

Quoting seanw3, reply 14
I am talking about army vs. army battles. Monsters are almost always outnumbered. They were given those move points to combat exactly the same thing I would like it fixed for army vs. army. If you are losing mages, you need to give them some leather armor or make a high initiative tank to block the field in front of your mages.

 

i dont have any problem ofc

i make monsters i know how to fight them

still the behaviour is much improved

 

i dont know why you focus so much on army vs army, that part is still not improved enough

anyway the counter to archers as usual is magic (or other archers)

you cant expect a archer to not be able to kite warriors

Reply #15 Top

High initiative tank?  Armored mages?  That seems silly that I would have to design my archers mages in ways that are so unthematic.  To me it's ridiculous how untactical the tactical battles really are.  I just want to put my tanks up front, I shouldn't have to have to walk around with my weakest units up front and then hope my heavily armored tank is fast enough to run in front every time we fight.  

Reply #16 Top

Quoting ddd888, reply 15
i dont know why you focus so much on army vs army, that part is still not improved enough

anyway the counter to archers as usual is magic (or other archers)

you cant expect a archer to not be able to kite warriors

 

Good point, but I am always hopeful that the AI will get to the point where it trains a good army. I have to think about balance with that in mind. The enemy currently is considered doing well if they ever put two units together and none of them are pioneers or scouts. The correct counters to archers should be other archers, cavalry, magic, advanced armor.

Let's take a look at the .982 armies on hard difficulty at the midgame:

The AI never builds strong archers. They never use leather. They don't have the traits that make archery deadly. (Precision, Fast, Muscle)

The AI never trains light cavalry with the intent to smash archers. They always seem to target light infantry first. They use weapons that weight them down too much to get the first strike.

The AI never uses anything other than Obscuring Fog to counter ranged attacks. Mages are so incredibly rare to see in an AI army and they don't counter enemy units as well as they should. Most of the time they cast Burning Blade and then get hit by 100 arrows.

The AI does not manage an elite team with armor upgraded to chainmail. It doesn't build a new team of the best armored units and put them all together. When they do have armored units, archers can just avoid them and go after the light ones. Then the chainmail units are outnumbered and ready to be slaughtered.

 

Because the AI does not use these counters well and does not manage a strong army, we are able to fight with only one army and defeat many. Don't get me wrong, the AI is doing alot better in the latest patch, but I am still reigning supreme due to better management and tactics. The AI does not even fill each army to its maximum logistics point, leaving me with more units in each battle. I think the major problem is that the AI is set up to fight the world, but unable to fight another fully trained army. Once war is declared, all units need to regroup and maximize their power. There are alot of times the AI could be playing a better strategic game to make up for its problems in tactical. 

Reply #17 Top

Quoting Lord, reply 16
High initiative tank?  Armored mages?  That seems silly that I would have to design my archers mages in ways that are so unthematic.  To me it's ridiculous how untactical the tactical battles really are.  I just want to put my tanks up front, I shouldn't have to have to walk around with my weakest units up front and then hope my heavily armored tank is fast enough to run in front every time we fight.  

Ya, but I am talking about triage here. Since we aren't getting unit placement, what can we do with what we have? Archers were almost always armored in battle. In the other dimensions where magic is real, I am sure they used the same light front armor for mages. The High Initiative Tank would be more akin to a heroic defender or specially trained frontline knights. I agree that unit placement should happen and it seems like it eventually will, but until then, there are ways to help and things the AI needs to learn. 

Reply #18 Top

yeah ofc you are totally right about that

war ai should be improved in tacticalm, monsters are supposed to not use particular maneuver while you have to expect at least some basic things like those you listed and a good use of magic from an ai sovereign

also at the very least you should expect a good targeting decision

 

right now tbh the main point would be building right

both champions and troops build wrong, this should be not so hard to make, not only equipped items but also who to build, what party to use etc who goes with who etc etc

 

at least id liek to see some changes here fighting armies with more sense and a good development

Reply #19 Top

Quoting seanw3, reply 18

Quoting Lord Xia, reply 16High initiative tank?  Armored mages?  That seems silly that I would have to design my archers mages in ways that are so unthematic.  To me it's ridiculous how untactical the tactical battles really are.  I just want to put my tanks up front, I shouldn't have to have to walk around with my weakest units up front and then hope my heavily armored tank is fast enough to run in front every time we fight.  

Ya, but I am talking about triage here. Since we aren't getting unit placement, what can we do with what we have? Archers were almost always armored in battle. In the other dimensions where magic is real, I am sure they used the same light front armor for mages. The High Initiative Tank would be more akin to a heroic defender or specially trained frontline knights. I agree that unit placement should happen and it seems like it eventually will, but until then, there are ways to help and things the AI needs to learn. 

 

But my archer is armored and he still dies in turn one.  I don't want to have to super armor all my troops when all that should be needed is they stand in the back.  That makes the game worse than it could be.  I just want to be able to choose who is in back and who is in front when combat starts.  I shouldn't have to plate up my mages and archers to tank round one because of poor design.

Reply #20 Top

we are fiddling with some things to try and address these issues

Reply #21 Top

Quoting Lord, reply 20
But my archer is armored and he still dies in turn one.  I don't want to have to super armor all my troops when all that should be needed is they stand in the back.  That makes the game worse than it could be.  I just want to be able to choose who is in back and who is in front when combat starts.  I shouldn't have to plate up my mages and archers to tank round one because of poor design.

 

Yes. This is bothersome. You need to have the frontline reachable for charging units, but the archers should be defended behind a frontline of troops. It's a problem because you can't guarantee where any one unit will start, so all of them need to tank or you need to gain total initiative superiority. But if this problem is not going to be solved, the game must be balanced to make it less of a problem. Personally, I think all units should start the battle in autodefense.

Reply #22 Top

Quoting Kestral2040, reply 21
we are fiddling with some things to try and address these issues

You have to save my archer hero Toby, please!  He's a wraith with the weakness trait, low HP and can't wear heavy armor, he can't take these beatings anymore!  Please Toby, help all the Wraith archers out there, save them! :pout:  

Reply #23 Top

If I had a hero like that in my army, I would make my famous archer soup. 

Reply #24 Top

He probably is the suckiest hero in the game, Wraith with weakness, what evil god(dev) would put something like that into the world?  And then force him to the front lines!  It's tragic...

Reply #25 Top

I really hope that atleast ranged units are put behind melee units in battles... I mean come on!
All I had to say though, hope to see something :)

Sincerely
~ Kongdej