greggbert

greggbert

Joined Member # 1806297
46 Posts 178 Replies 15,081 Reputation

I don't know if this is intentional or a bug but when I've got a full stack of troops moving along a road, they will not step into the same square as a caravan, even if I right click one square ahead of the caravan. Normally the troops would just bypass the caravan and move on to the next tile, but instead the pathfinding makes me leave the road (ususally into the woods) and I can never get past those caravans unless I spit my party into 2 stacks.

5 Replies 3,911 Views

I find myself reloading less and less after injuries, and I totally ignore pneumonia. When they get that one I'm actually happy weakness to cold is not so bad. But he one that makes you regenerate at 1 health per turn SUX.

46 Replies 117,548 Views

>In another post I read that outposts should be captureable and allow a garrison force. If that gets implemented I think this would be a good balance. >IMHO the maintenance is the cost of the troops you use to garrison them. >But I also think they should be influence flippable by cities of opposing factions. Great Idea.

8 Replies 6,183 Views

On my games the cloth map shows mountains on tiles where there are none and shows no mountains where there are. When things get big in the mid game, it's nice to move your pieces around on the cloth map, since most things are easy to see. But the cloth map as it exists doesn't show accurate parths around mountains and it does not show roads in a way they can be easily seen.

4 Replies 3,724 Views

The way I would do it: Base movement is 2 Horseback or a special "equipment pack" shoudl enable a third point (such as scouts and mounted units). (Max 3) If you have both you just get 3. And finally that air spell should be able to give the stack a movement bonus. (Max 4 for all mounted with spell). Flying units should get 4 but not be increased to 5 if they have the air spell on the, so 4 would be the absolute limit. GET RID OF QUICKN

28 Replies 110,951 Views

Just a few random quick impressions about balance. * Earth mages seem to get short shrift on the combat spells. Imbuing them seems like a waste. * Getting valuable heroes seems hit or miss. In some games I only had the option to hire 3, and in some I had 20. Obviously both games were drastically differnt outcomes. In the Total War Games the game has mechanisms for trying to get your number of heroes or generals to an i

8 Replies 6,183 Views

Steps to reproduce. 1) Get a hero with a compass who moves 2 spaces (three with compass). Make sure the hero has another unit in its stack. 2) Confirm that at the beginnig of each turn the hero has 3/3 moves. 3) Save The Game 4) Exit FE 5) Open FE 6) Load the Game. 7) The hero's stack's moves will show as 2/2. 8) Move the hero's stack and end turn 9) The Hero's stack moves will show as

1 Replies 1,852 Views

I often find myself wishing I had a road, especially to outposts, but then I think that would make the game kinda easy if I could build roads to any outpost.

22 Replies 7,573 Views

I think that on the beta game I played last night the default map was medium with 2 opponents. That made for a very lonely game. So I ask, for each of the map sizes, how many opponents do you think is optimal? Also how many allied (empre, kingdoms) vs how many "opposing". Example: Small 2 Opponents (1 Allied, One Not Allied) Medium 4 Opponents (2 Allied, 2 Not Allied). Large 7 Opponents (3 Allied 4 N

5 Replies 3,041 Views

[quote who="Lord Reliant" reply="2" id="3071335"]Yes! It's good the tooltip tells the info, but I want it to show me the info, too. One workaround- you can cast the spell (if it requires a target) and when you highlight the enemy it will tell you the value. If you don't like it, you can right-click to end the spell. Found this out today.[/quote] THat's good to know. But the tool tip currently does not tell you how many shards you have,

8 Replies 6,019 Views

Title says it all. Sometimes you forget if that last water shrine was finished, or if you still have a few turns left. Also there's plent of room on the screen for it. Alternatively, in the Tool Tip for the spell, calculate the mana shard bonus directly in the tool tip text. eg: Does 15 Damage + 6 (2 per fire mana shard) That way you can make a better decision as to whether to use the POWER attack, or flaming hands!

8 Replies 6,019 Views

I don't see the problem at all! Having a bunch of extra mana is no different than having a bunch of extra metal. A smart player finds ways to spend it usefully! Plus what fun is it putting a caster with every party if they can't cast one or two spells per combat? This is one of those not broke so don't fix it things IMHO. The only acceptable change I could see would be if the heroes had personal mana pools that they could "fill"

77 Replies 173,062 Views

Ryansee: Far as I can tell there is a zoom lock feature. Zoom your mouse out, then point where you want to zoom in and the screen will zoom to the cursor. It;s a little weird but it works well. Also you can drag the main map by click-and-drag.

115 Replies 148,260 Views

Is this version of the game the only beta or will there be updates? How do we get the updates, does this version update itself or do we need to use impulse, or keep re-downloading and re-installing?

115 Replies 148,260 Views

I have about 6 heroes and some of them started quests and some have completed but the original hut is still there and will not dissapear. There are NO gold locations on the map and no charaacter seems to be able to trigger any quests on the dead huts. Any ideas? I think some of them are still active but I can't match the quests with the original huts and like I said there is NO GOLD LOCATIONS on the cloth map. There are at least 3 dead huts in my saved game now and the

4 Replies 2,658 Views