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SpellForce: Conquest of Eo - strategy RPG from Fantasy General 2 devs - Weaver's Realms expansion coming September 30th

Axioms

Arcane
Developer
Joined
Jul 11, 2019
Messages
1,602
I doubt they'll add an option for such a big map, most of the games were finished before you even explored half of the current map. Awesome news btw, absolutely love this game.
Depends on how laser focused you were and whether you got the fast tower stuff minmaxed.
 

Reality

Learned
Joined
Dec 6, 2019
Messages
382
For me, I usually finish with 3 land areas + Tuscari sea unvisited.

It's just too inconvenient to go down there.

For land I generally go clockwise from where I start so what I miss will be whatever is furthest from my start.

I basically always do the North and Center though, mainly because they have way more haste berries than everywhere else.
 

Axioms

Arcane
Developer
Joined
Jul 11, 2019
Messages
1,602
Generally the middle third horizontally and then parts of the upper third are the most useful. The south is generally only good for wisps farming free goodie tiles.
 

krilcebre

Scholar
Joined
Oct 13, 2018
Messages
148
I also think I've fully explored the sea only once. Most of my games were in the southwest area of the map, usually exploring towards mid and north.
 

Hobo Elf

Arcane
Joined
Feb 17, 2009
Messages
14,127
Location
Platypus Planet
Despite loving the game conceptually I just can't seem to play it for very long. I think the new spell school from the Demon Scourge DLC is very well executed and extremely fun to play around, but ultimately I just get worn out by the dumbed down (relative to FG2) combat mechanics and wonky balance. I'll get the new DLC as well though only for the new spell school, I have no interest in the RNG maps.
 

Axioms

Arcane
Developer
Joined
Jul 11, 2019
Messages
1,602
Despite loving the game conceptually I just can't seem to play it for very long. I think the new spell school from the Demon Scourge DLC is very well executed and extremely fun to play around, but ultimately I just get worn out by the dumbed down (relative to FG2) combat mechanics and wonky balance. I'll get the new DLC as well though only for the new spell school, I have no interest in the RNG maps.
I mean can you reasonably expect this game to compete on tactical combat with fantasy general? Seems like a misplaced expectation.
 

Hobo Elf

Arcane
Joined
Feb 17, 2009
Messages
14,127
Location
Platypus Planet
Despite loving the game conceptually I just can't seem to play it for very long. I think the new spell school from the Demon Scourge DLC is very well executed and extremely fun to play around, but ultimately I just get worn out by the dumbed down (relative to FG2) combat mechanics and wonky balance. I'll get the new DLC as well though only for the new spell school, I have no interest in the RNG maps.
I mean can you reasonably expect this game to compete on tactical combat with fantasy general? Seems like a misplaced expectation.
Yes? It's not like FG2 is a high bar. Morale mattered more than willpower and models actually factored into combat resolution. At the very least there was no reason to omit the latter mechanic though if I'd have to guess I'd say they left it out because they didn't have time to balance things out. The game is a mess already in terms of unit balance. Tactical spells would've also been nice.
 

Axioms

Arcane
Developer
Joined
Jul 11, 2019
Messages
1,602
Despite loving the game conceptually I just can't seem to play it for very long. I think the new spell school from the Demon Scourge DLC is very well executed and extremely fun to play around, but ultimately I just get worn out by the dumbed down (relative to FG2) combat mechanics and wonky balance. I'll get the new DLC as well though only for the new spell school, I have no interest in the RNG maps.
I mean can you reasonably expect this game to compete on tactical combat with fantasy general? Seems like a misplaced expectation.
Yes? It's not like FG2 is a high bar. Morale mattered more than willpower and models actually factored into combat resolution. At the very least there was no reason to omit the latter mechanic though if I'd have to guess I'd say they left it out because they didn't have time to balance things out. The game is a mess already in terms of unit balance. Tactical spells would've also been nice.
Well unit balance isn't really the point though, right? The focus is much more on the economic layer. The crafting systems of the classes are the part that is unique and detailed.
 

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