ben_sphynx

ben_sphynx

Joined Last seen Member # 2387688
0 Posts 1 Replies 9,570 Reputation

Apparently Steam interprets 'Do not automatically update this game' to mean 'Update this game when you try to run it', rather than updating it when you next start steam. I was rather expecting that setting to mean that I would get to continue using the current version until I let steam update it to the newer version. So don't make any patches that break peoples saves, as they now have no way to finishing their current game prior to doing the

72 Replies 170,326 Views

I think it may be the case that either neither rivers or forests contribute essence the city square, or that they contribute so much grain and materials to the city square, that there is no space left (in the resource cap of 9) for essence. This is a pity, because I would much prefer a city with a river and a forest, and at least 3 essence, as my ideal city spot.

4 Replies 8,653 Views

It confuses me that all the buildings needed to do the spell of mastery come from the same tech. They feel like they should be on successive techs, along the magic tech tree. So that the victory requires tech to get to, production and economy to build, and mana to finish.

32 Replies 97,002 Views

The Treasury vault provides +30% income when city is idle, which will replace the +25% income bonus from the proceeding Tax Office. I had understood that there was no longer supposed to be any bonuses that exist just when the city is idling. I think it would be good to at least keep the bonus from the tax office that the treasury vault replaces.

2 Replies 3,666 Views

I think that possibly the faction power calculations are not weighting things very well, and if the AI is trying to have a high faction power rather than an army that wins fights, it is going to go in the same direction as the bias. I would quite like to see a better troop power calculation, especially if this resulted in the AI fielding more effective units. Are their weightings for attack power, hp, movement, armour (hopefully not multiplied by number of figures for armour)?

34 Replies 102,591 Views

Please delete this thread, it is a duplicate - I still do not understand this forum, new threads do not seem to appear in the list of threads after one posts them. It's very confusing. If wanting to reply, please reply to https://forums.elementalgame.com/441690 instead.

1 Replies 7,068 Views

The default units were bad in FE too, although if you have been playing for a while, you might not have realised. The problems are that often they do not have many traits (all my units use the max number of traits, usually three). And they do not seem to be designed to be effective in combat. Units need to have good initiative, and good defense - armour/traits needs to be optimized so that the encumberance is just under 40% or just under the -4 initiative breakpoint (70%?). Extra hp a

34 Replies 102,591 Views

My impression is that the unit balance has changed substantially, in favor of axes (cleave) and spears (impale). The ability to damage multiple enemies at once is amazing. It's also fun. The computer players and town defenders tend to use hammer/mace style units a lot. These have not improved much at all - an ability that does double damage, then causes you to skip a turn, is only good if it kills with the double damage, otherwise the skipped turn eliminates the entire benefit.</p

1 Replies 7,068 Views

My impression is that the unit balance has changed substantially, in favor of axes (cleave) and spears (impale). The ability to damage multiple enemies at once is amazing. It's also fun. The computer players and town defenders tend to use hammer/mace style units a lot. These have not improved much at all - an ability that does double damage, then causes you to skip a turn, is only good if it kills with the double damage, otherwise the skipped turn eliminates the entire benefit.</p

34 Replies 102,591 Views

There an amount of xp determined by the monster strength and your party strength - call it x. If you have no heroes, each unit gets x/2, and henchmen get x each. If you have one hero, that hero gets x, henchmen get x each, and non hero units get x/2 If you have more than one hero, the heroes and henchmen get x/(number of heroes), and non hero units get x/(2*(number of heroes)) They have changed how the first stage is calculated, as compared to fa

5 Replies 9,094 Views

Only being able to attack once per turn substantially contributes to leveling slowly now. Previously a fast army could get a couple of fights per turn pretty easily. There is less xp for killing the supposedly hard groups of monsters now, too.

14 Replies 19,540 Views

Ideally AI programming should get some time just prior to release - there is no benefit to making an AI player that can do feature X well, if feature X gets changed in the next iteration of the beta. That said, the computer players are getting further behind in my games quite fast. It would not surprise me if it was partially to do with unit choices - spears and axes seem to have had a huge buff with new abilities, but the computer players often seem to favor hammers and maces, for wh

29 Replies 42,210 Views

I'm not sure evil is the right word. Or even exploit. It's just an obvious consequence of the mechanics. Clearly the 'pioneers' in training put up 'for sale' signs on their housing, stop eating (wilderness survival training?), and make the city a more attractive place to live for everyone else.

6 Replies 8,636 Views

I do worry that this method of leveling heroes will result in somewhat less longevity for the game - once I have a good idea of the relative strengths of the different levelup skills, then it is likely that one warrior from one game will end up very much like another warrior from another game. Maybe one could have a random factor in how the levelup skilltree is constructed for each hero? That could lead to different heroes being different, but still allow one to choose

15 Replies 66,609 Views

I played a fair bit last night, it was gone 2am before I managed to go to bed. There is definitely the 'one more turn' thing going on. I tried some of the new abilities in combat. I like the spears, with impale - one could quite often use it to a good effect. I also liked cleave on axes. There is something very satisfying about taking out multiple groups at once. Previously (in FE) i had used weapons with counterattack almost exclusively, so I am

0 Replies 6,035 Views

I would like to see maybe the placement based on hp and armour - units with higher hp+armour at the front, units with lower hp+armour at the middle or back. This would help one protect damaged units, too - I hate being unable to keep a damaged unit out of a fight, even though everyone else can handle it just fine.

41 Replies 52,593 Views