Just won the game with the Quest of Mastery by killing this dude. Fight was anything but easy, and yes the dude is mounted on a dragon. May I suggest that after you win the game that it allows you to keep playing, if you wish, with all the fat loots dropped off this guy. Including, but not limited to the dragon mount + the staff of domination. Think that would be pretty cool. Kind of a anti-climactic end after this battle the game just ends. I should note that I think I had the quest of maste
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I've had champions gain new spell traits, but those always already had atleast one. Not if one with no traits can gain any.
It might be decent to have a world wonder type "Great Wall" like in civilization. But from a purely practical standpoint a wall that encompassed your entire zone of control would be or should be very difficult if not impossible to build. Think of the labor and resources that would have to go into making an effective wall that covers many many miles.
I'm not sure how that works. The game seems to "update" the picture at random intervals, though it is alot of the time wrong. For example I had given a Champion an Axe, then a little while later equipped them with a bow. Soon after that their picture was update to them holding the axe even though it wasn't equipped anymore
I don't think so. If you have a shard of a particular type I think there is a chance he will get that trait when leveling up
It's even worse if you have the diplomacy trait. You can raze a few enemy cities, get peace, and then within a few turns you have "close" relations again. Diplomacy needs alot of work, but that will come as the AI improves. I wouldn't worry too much about it atm
Upgrade costs atm are pretty outrageous. As far as it costing nothing to build your units...just assume your people work for the food you give them. Granted it's food they harvested, but hey better then them getting eaten by giant spiders amiright?
Bringing back dynasties is a bad idea for FE. I might could see it in an expansion down the road, but I would rather the current features in the game get refined before adding in others. Dynasties were kind of fun, but they didn't really work well from a gameplay standpoint.
I put it on slow, and it is moving at a crawl, though I've actually like that. It's given me a lot of time to develop my champions and "settle in" to a map.
Ok, how this for even more proof that they need to be changed. This is an enemies outpost that has even lost influence over the tile it's on. Side note, at the time it wasn't in my influence, but slowly got taken over and is now just about useless.
I currently hate the idea of caravans. Not only should they be automated, but they should not be able to be attacked by creatures. The AI nations should absolutely be able to attack them...but having to haul my army around because some spiders destroyed my caravan is annoying. Plus I think roads need their own technology and should be upgradable in a noticeable way. Being able to customize where your roads are build is kind of important for civilizations in the real world. As it is now I fell
Hey Kestral I got an email saying a ticked had been opened, but when I went to check on it - it was closed with no responses. Did I send it to the wrong place?
Dynasties were interesting, but pretty exploitable, and highly buggy even after several patches. I haven't personally missed them at all. One thing I would kind of like to see again is the roaming groups of heroes. I thought those were fun and made the game more interesting.
My game doesn't run too great. I too have had memory related crashes when saving, and a few isolated crashes in tactical battles, but that's it. Game runs better that WOM did, but I hope it get's better. If there is more than one city on screen or more than a few units the frame rate drops well bellow 30 which is far less than ideal.
Ya, I had the same issues as you in the fight. Ranged weapons and magic both can't be used because they count as "blocked" from view or something. The only cool thing for me was that I got some sort of eye loot from the boss which let me select a city to put the "trophy" of my victory in. It added growth, plus strength to defenders, so it was pretty nice. Borders are still green though. I'm having a similar issue with the firelands one. I had a weird bug where the pyre of man duded ha
Here is why that resource should belong to me. Two large cities bordering it, another fairly close. Two outposts directly beside it....versus....one level 2 city with 140 people...plus I controlled that resource for the longest time. and @seanw3 I am preparing an army as we speak :)
I've killed everything in the earth elemental wildland zone but I can't build anything here. Are some of the zones bugged?
Ya, I agree Winter. It be cool to be able to do some upgrades to the outposts in some ways so that they are more useful such as providing defense bonus to garrisoned units. Maybe even have a few different paths - Military Outpost - Diplomatic Outpost - Trade Outpost.
How to you conquer wildlands area so you can settle there? Can't seem to figure it out. I killed the big baddie and all other units in the area. Is this bugged?
This is a bug that's been in since WOM. Atleast for me it has. Happens most with mounted units moving on roads or leaving a town for me currently.
Ya this is common in my current game. Every civ is using units I designed lol
There is no growing presence of outsiders. Their city hasn't been growing for the past 100 turns. It's been stuck at the same population for even longer...yet their influence expanded and nabbed my resource somehow. This is not how it should work. I really think influence should be based on population not where buildings are place.
I wasn't trying to steal the resource. I owned the resource the entire game, until his borders miraculous stole the resource from me, despite having only about 140 population in that city. Also, my cities aren't that far away from it. I built the original crystal mine...then another when it got destroyed...only to have it stolen.
This is a problem I feel like an out post should project the influence of it's closest city. In this situation two outposts are getting beaten by one level 2 city. I really think an outpost shouldn't be able to be beaten so easily. Also I have two cities relatively close....
Don't take out building placement. I like that feature. Cities are kind of boring atm, and if you take out building placement they will become even more so. The issue with sneaky cities is an easy fix. Make the player fill out a four square group before they start a new square. I hope that makes sense.