DarkGaldred

DarkGaldred

Joined Member # 3056179
0 Posts 8 Replies 764 Reputation

I voted fair because the game has some potential, but I am unsure it will get there : My main problem with the game is the pacing : The techs are way too generic and uncool. You have to unlock a ton of techs before being able to do anything. MoM and AoW had you research spells only and it worked better for me (I don't really like having to unlock pre medieval tech, it feels more like caveman fantasy than medieval fantasy when armies of clubmen supported by magic have

209 Replies 669,772 Views

The current champion random recruitment is a complete mess. There is a line between having a random setup force you towards a particular strategy and having it make the game a cakewalk or a desperate fight with the same difficulty setting. That and having heroes wander on the map feels particularly unheroic. If I wanted my games to be completely decided at map generation by a random number, I would play Yahtzee, not a strategy game. I would much prefer having quests to recr

30 Replies 37,091 Views

The problem with AI using the units I created would be for it to understand their purpose : In.77, I used mostly glass scouts: men with sticks that had all the + move perks (and the - cost ones too) and gear to be able to follow my heroes, and give them the compass bonus. These units served no other purpose, and were completely useless in combat. I'd rather not have the AI reuse this kind of design for the mainstray of its armies :D Maybe it should

67 Replies 55,961 Views

Just some comments on the tactical battle terrain : having different terrain types is a great improvement, but it is a bit hard to see which tiles are what. If the hills (and the bonus they give) are defined by their height, it would be nice to have an option to toggle displaying the terrain type (and height if applicable) it on all tiles, without having to mouseover.

62 Replies 44,823 Views

The feel from the battles is very different in MoM and FE indeed (playing the beta made me want to reload MoM, so it is a quite refreshed experience) : As other have pointed, in MoM, it does take longer to reach the ennemy indeed, unless you are used heroes stacked with + Mv items MoM does count 1.5 Move for diagonals, unlike FE MoM has a few terrain features. FE has Zons of Control, which is cool. I wish they costed more to exit, and did n

61 Replies 181,571 Views

[quote who="Kantok" reply="12" id="3079824"] Quoting DarkGaldred, reply 9 But if there is no option in the game forcing me to do it, I will have a hard time not reloading whenever one of my pokemons champions get slain. Discipline yourself better. Don't force others to play with a mechanic they might not like purely because you're unable to stop yourself from playing in a manner that you feel you shouldn't. That's like a g

21 Replies 22,892 Views

It's not about being better. Ironman mode has several effects that have nothing to do with it : you care much more for your units and champions because you know they may really die (at least, it worked in Chaos Gate), and it forces you to play more conservatively. But if there is no option in the game forcing me to do it, I will have a hard time not reloading whenever one of my pokemons champions get sla

21 Replies 22,892 Views

How about just having an ironman option when starting a game? Stability would be a killer though (I had an ironman game corrupted for chaos gate in the end of the campaign, and it was pretty bad). It works much better than forcing oneself not to reload!

21 Replies 22,892 Views

I was not able to land a single maul with my high level heroes in muy previous 0.77 game either (they were level 15-25). But I am being mauled by bears in my current one. I don't know wether it is the item that was bugged, or my game, or whatever.

12 Replies 4,030 Views

I have played a few games in Hard, and I am trying ridiculous right now (with various variations of a fire/death or fire/life sovereign). Here is my feedback about the game : Balance Regular vs heroes This one is well known, and documented on Frogboy's diary, so no need to speed much time about it. There are various ways to fix it : 1) Make it harder

0 Replies 5,487 Views

Alternatively, the number of hirable heroes could be linked to faction prestige, or any other stat that would more or less make sense (diplomatic capital?) so that it is impossible to make a killer hero stack too early. If there were flanking penalties and limited hero number, letting heroes battle without support would be bad for their health. I like the idea of heroes costing upkeep too. Edit: Another solution would be to make HP and damag

117 Replies 418,314 Views

IMO, Units should level up faster than heroes, not the other way around (as they get less benefits from leveling). And maybe leather and basic weapons should be available from the beginning, or much easier to research, because by the time you can afford it on your troops, you don't need troops anymore with all the random stuff the heroes can get their hands on). I think Fireball and other AOE spells are another reason troops are so weak : its damage should be much l

117 Replies 418,314 Views

Indeed, I was asked 1800 Gildar for upgrading a single spearman from basic spear+leather to legendary pike + chainmail after arena, although it would take me less than ten turns to train a new one. It looks like units pay almost as much for upgrading as hero would pay for buying the same stuff.

10 Replies 3,461 Views

I won every fight in the arena, including the last one against golems. Maybe I was offered the choice between taking the blade and teaching my smiths how to forge new ones, I don't think so, but I may have missed it. Anyway, I ended up without any new blade, and with a corrupted save afterwards (but my smiths were able to produce legendary weapons indeed, and I won the intermediary items in the arena). I have not found a way to upload a file from China as both dropb

0 Replies 2,235 Views

It is weird, I could not land a single second maul attack in my 0.77 game, even when my lvl 20+ champion was trying to hit lowlies archers from another kingdom. 0 succesful mauls in like 100 attacks sounds like a bug for me (or the accuracy drop is much higher than the displayed 4). On the other hand, I never missed a single double strike or crushing blow. Maybe these are bugged and always land.

12 Replies 5,620 Views

Tying upkeep to ships instead of having them depend on the economy would adress the issue of fleet size not depending on map. My main problem with the current system is that other point I highlighted with my first post: The current upkeep system makes it too easy for 2 people to counter 1, especially in large games where it is easier to fill the cap, even without controlling too much of the map. It can be an obvious problem in FFA (but maybe it is no big deal in team games, as it is usually a b

187 Replies 71,837 Views

[quote] What it comes down to is it eliminates some strategy because the cost of each ship means very little. "So what if I loose 40 frigates to capture this planet. I can have them rebuilt in a couple of minutes." With the current system, it becomes much harder to rebound from a loss like that, and it forces you to consider the unthinkable option of retreating to conserve your forces. Even if it means abandoning a colony. It might be worth it to call your forces back, regroup and repair,

187 Replies 71,837 Views

I too would prefer a fixed upkeep/supply point instead of one that depends on the Empire economy. Not only doesn't it make any sense (the US/Jamaica exemple summed it up well), but I think it creates more balance issues than it solves: Concerning small vs big empires, in a FFA game with 3 players or more, most of the time, the smaller ones (let's call them B and C) will end up ganging up against the leading one (let's call him A): Suppose A is doing so well that he has as much

187 Replies 71,837 Views