As it is right now, master scout is diminishing my enjoyment of the game.

I take "Master Scout" in every game on Ridiculous/Insane difficulty because without it, you cannot move fast enough to be competitive - i.e. it takes TWO full seasons to kill a bear and loot its lair. At that time, the AI is running with speed 3 out of the door (they get Tireless March for free on high difficulties)

Still, I hate the damn thing.  With it, one of the best parts of the game is taken away.  Instead of feeling that you are in a hostile world, you could just ignore monsters, and build stables next to bear dens, or cities next to Umberdroths.  As a home rule, even on Insane, I still act as if I did not have the immunity - i.e. I clear areas before I settle them, and I make sure my outposts do not oversee monster lairs.  But it breaks my immersion.

If it were up to me, I would take away the invisibility to monsters, and only let master scout remove the penalties for traversing hostile terrain.  To make things interesting at higher levels, and leave Tarth's AI its strength, I would introduce a spell that would mimic the effect we have now.  No school, low cost to cast, and free for Tarth and even all AI at highest levels.  Players could get it too, but I would stick it high in the magic tree, maybe as high as Tireless march.

As an alternative to changing "Master Scouts" I would give champions a trait that makes them scouts, and the ability to choose whether they are attacking OR moving-while-attacking.  This way the exploration will move a bit faster, and "Master Scout" could be left on the cheese pile.

16,976 views 23 replies
Reply #1 Top

Instead of totally getting rid of monster protection I would make it so that ZoC doesn't aggravate monsters and so that all units gain the trait that makes monsters less likely to attack them. That would be good but not so abusable. Your units wouldn't be 100% monster proof and the weaker wandereing monsters would still attack your improvements.

 

Reply #2 Top

I think that master scouts should give the terrain movement bonus plus allow units to take the stealthy trait at no cost (it still fills a trait slot though) - it should provide no protection to buildings, outposts or improvements - its supposed to be a scouting perk; buildings arent scouts

Reply #3 Top

I think the case could be made that master scout CITIES and other structures should still be targeted by monsters. There's nothing stealthy about a city

Reply #4 Top

Maybe the city is in the trees and the monsters are too smart/dumb to attack trees? :P ;-)

Reply #5 Top

I dunno. My house is surrounded by trees but the deer keep attacking my garden.

Reply #6 Top

Did they get to attack you before you put your house and garden up, like the wolves sometimes do to players in FE before they've built their city? ;-)

Reply #7 Top

The deer do have glowing eyes.

Reply #8 Top

soon.

Reply #9 Top

Quoting StevenAus, reply 4
Maybe the city is in the trees and the monsters are too smart/dumb to attack trees?
End of StevenAus's quote

I still want cities that look like theyre up in the tree's! :D

And sry for the deer Frogboy, I thought you wanted adventure!, amazing some of the others didn't notice...

(Ok I let my imagination get the best of me ^_^ but  what can you do 3:21 am in the morning when you cant sleep)

Sincerely
~ Kongdej

Reply #10 Top

: I understand how you feel, I feel the same way. I've resorted to modding a mimic of Tarth's blood without the monster ignore property for my custom factions. Not sure how anyone can feel that it is right atm, but apparently we're in the minority somehow.

Reply #11 Top

I don't play Tarth because I think the ability is lame. Why wreck monsters, the best part in the game... :(

Tarth in my mind removes a lot in the game. Scouting ability removes terain, scouting also removes monsters largly from the game. So that's why I just don't play them. ^^

Reply #12 Top

You're not in the minority Kalin.  Master Scouts makes Insane level difficulty easy.

The problem with not making cities immune to monsters is you can just stick a unit in the city or outpost, and voila, a monster-immune city.  That's what I do with my outpost/shrines.  Just stick a pioneer in them and they're immune.

Reply #13 Top

Personally, I think the ability to have your units never get attacked by wandering monsters is a great ability.  I wouldn't want every race to have it, and I do think that it's reasonable to exempt cities and outposts from this immunity, but considering Master Scouts is but one trait out of many (like Binding, Death Worship, Heroic, Enchanters...), I think it's just fine as it is.  Every other trait just needs to get some love to make them competitive choices.

 

Reply #14 Top

It's the kind of faction ability that works great for AI, but really bad for players (because it removes a huge element of the early game).

Reply #15 Top

Some players enjoy not having to worry if their scout is going to be killed by an Umberdroth they auto-explored into.  I see no problems with this optional trait as it is currently implemented, except for the fact that there are exceedingly few traits of comparable power.

Reply #16 Top

Nerfing Tarth so that the game is harder for players on Insane difficulty is a strange solution. Firstly Insane difficulty is about finding the exploits, without them you shouldn't be able to win. Secondly what you are suggesting would easily make Tarth the weakest race, you want to give every other race Tarth's abilities, how is that fair? And thirdly you seem to want to force all players to play the game your way.

Personally I like to play as Tarth. They are great at the early game but lack a lot of punch later on, when roads are made, armies are big, wandering creatures are cleared and the other factions start getting their bonuses. Considering the end game is normally the dullest it spices things up. I am not a very good player though and can just about hold my own most games on Normal

Reply #17 Top

The only problem with Tarth's ability is that nothin comes even close in terms of power.

 

Either we need some buffage in many places or Tarth needs a nerf. Attackable cities/outposts (even with a unit stationed on it) is a good place to start.

Reply #18 Top

Master scouts also feels plain boring to me - in fact Tarth seems boring in general compared to the others. The other factions introduce twists and new dynamics to the game - they add something. All Tarth does is shut down an element of the early game, cheesily build next to slags and drakes etc with zero fear of attack, and spam bowmen.

But I never see monsters attacking any AI players anyway, I do however see monsters travelling 8/9 squares to attack me and monsters zeroing in to attack me after I have captured someone's city. They have peacefully lived next to the AI city the entire game but as soon as I take it the monster bloodlust sets in.

My point is ALL the AI seem to enjoy the benefit of master scouts, it's just typical cheating AI. I don't think AI Tarth gains any noticeable benefit over the others, which leaves master scouts as a perk for humans really.

As Tarth are supposed to be this game's version of the elves I would've liked to see some unique nature spells for them, including their own teleport spell and a few others - of the 8 factions Tarth definitely feels like the boring one to me at the moment

Reply #19 Top

Quoting Frogboy, reply 3
I think the case could be made that master scout CITIES and other structures should still be targeted by monsters. There's nothing stealthy about a city
End of Frogboy's quote

 

I think that's a great solution. I find it strange that their cities are exempt from an entire aspect of the game as is.

Reply #20 Top


What about making tarth's units and cities invisible to regular monsters but not invisible to monsters that spawn from the wildlands ?

edit: or invisible to lower level monster but make them visible to the stronger monster, shrill lorrds etc ?

 

Reply #21 Top

Quoting Frogboy, reply 3
I think the case could be made that master scout CITIES and other structures should still be targeted by monsters. There's nothing stealthy about a city
End of Frogboy's quote
\

This is my suggested nerf.  Maybe pioneers also.

 

I do think monsters should do different things if they take over a city, in some cases, disable a city until they are captured, and costing pop, if pop goes to 0 city is destroyed.

 

 

Reply #22 Top

Change it so master scouts only applies to scouting units/champions. Then give Tarth some other random ability. Maybe a bonus to fighting in terrain, or make singleton groups (one unit) invisible in forests?

 

 

Reply #23 Top
Not all traits need be created equal. A different pricing (maybe 1-3) for perks and disadvantages is in order (both for faction and sov creation). Shouldn't be all to broad but would make balancing the creation a lot more flexible...