sweatyboatman

sweatyboatman

Joined Member # 2565212
1 Posts 47 Replies 16,368 Reputation

Part of the reason that heroes are so OP is that they can do massive amounts of damage. And I think that is awesome. Heroes should do massive damage (Someone keeps posting that animated gif of Sauron smashing people into next tuesday, please feel free to do so in reply to this post as well). Because the stack is so limited, any unit that isn't a hero is wasting space in the stack. In fact, I think this is one reason why the beginning of the game is so good.

34 Replies 13,698 Views

[quote who="Drakohan" reply="50" id="3073299"]Give random events and the real world searched libraries than can only occur when certain conditions are met that allow the use of unique technologies.[/quote] I really like this idea! I'd tack it onto my idea of research branches with unlockable leaf nodes. For example, you could have a tech tree that starts with "Weaponry" and contains branches like "Magical Weaponry" and "Heavy Weaponry". Each node on th

78 Replies 204,711 Views

[quote who="Derek Paxton" reply="4" id="3072547"]People are in the beta to give feedback, so I'm glad to receive it.[/quote] Love to hear this. [e digicons]:thumbsup:[/e] [quote who="CdrRogdan" reply="5" id="3072557"]Losing a level (or a big chunk of experience) makes more sense the majority of injuries. Near death experience can fuck with your mind..[/quote] I disagree. The experience grind is a chore and robbing players of experience

37 Replies 28,225 Views

First, the AI is just not good enough. So steamrolling the enemy is pretty much par for the course. Second, there's some balance issues here. It's currently much too easy to build up a half-dozen incredibly powerful mages and spam nuke-spells in battle after battle. I'm a proponent of being able to do overwhelming magic, but I am a little disappointed at how commonplace that ability is in the current game. I think the tweak where experience will be

37 Replies 28,225 Views

I think the OP's point is very valid. Powerful champions are fun! They may be OP, but it just feels good to unleash magical hell on the unsuspecting hordes. One of the problems with WoM is that they tried really hard to balance that game and ended up squeezing out all the interesting aspects of the game. Creslin321's right to say that regular units take a lot of time to develop and heroes are much easier to make strong. Part of this is the currently rid

30 Replies 21,610 Views

8 - a crappy AI is obscuring the gameplay mechanics (since every strategy is equally successful) 13 - I like building up the cities, but there's basically no reason not to build every possible building and the level-up special buildings don't do enough to make cities unique. X - make the tech tree interesting.

81 Replies 52,830 Views

The game needs a treasure room UI element where you can dump your loot. Similar to the shop. It should be accessible from any city and if your regular army gets loot it should end up there.

4 Replies 3,576 Views

[quote]I could send my death adept sovereign to single handedly destroy enemy factions. He'd walk up to a city, use the army-wide poison spell (i forget it's name) and three quarters of the opponent would be destroyed with the rest falling to poison almost straight away.[/quote] That sounds absolutely awesome! I can't speak to whether there's an imbalance, but I think this sort of "God of Death" story is just cool. Obviously, the whole world should freak

4 Replies 5,414 Views

you can also do this if you navigate a unit into the FOW and end-turn. Weird stuff happens when you end turn and a battle ensues. In my last game, I had a stack moving to defend a city but the turn before they arrived they were attacked by the AI. I auto-resolved, the army died, but the units entered the city all the same.

2 Replies 1,525 Views

Actually, I think the base units do automatically upgrade the equipment they wear. There's a bug in the editor that when it shows them it just shows as though the latest equipment is picked. So if you go in and just add an attribute (or put them on a horse), you end up with a unit that's stuck with old technology. You have to change all the equipment to auto-upgrade and then change whatever else you want. When designing a unit, Autoupgrade should be

2 Replies 1,596 Views

[quote who="Lord Cobol" reply="23" id="3070996"]I'm ok with the current imbue system, partly because NOT imbueing many heroes means I can autoresolve with my AI wasting all my mana.[/quote] Using mana unnecessarily in autoresolve is a problem that they need to resolve regardless of the imbue mechanic.

25 Replies 68,219 Views

Peter Molyneux is an ass. I have no doubt that he is brilliant and he's very good at marketing his brand. But he doesn't make fun games. And every time he says something about video games it reveals that he has no inkling that games should be fun. Games use hitpoints, not because their developers lack creativity or are too stupid to do something better, but because they are a great abstraction for a complicated idea. Hitpoints (or health-bars) are immed

24 Replies 121,040 Views

I fought Pralius in the 2nd round of a tournament quest and won. After the battle I got the prompt that to continue i had to kill Pralius, and he pleaded with me for his life, so I thought, well I could always use a new hero. So I bailed out of the tournament and sure enough I had a new (green) hero in my army. Except, he has no weapons or armor, is level 1, and I cannot imbue or trade or shop with him. <img src="http://dl.dropbox.com/u/6130973/FE/pr

3 Replies 4,668 Views