That's what the beta is for, to see what happens.
greggbert
Maybe just as simple as having the enemy destroy one building per turn until they are eradicated or the city is destroyed would be a good compromise.
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.
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.
>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.
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.
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
I'm OK with the ZZZs.
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
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
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.
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
[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,
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!
Obviously tactial combat is abstracted. It is 10 times better than what it was before I can I see that wiht some tweaking it will be great. I vote no for overhaul.
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"
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.
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?
I get this about once ever 2 hours in version 2.1
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
Dead link. ==Edit== Link is intermittently dead.
How do you do it if you only know the username of the person but you can't find a post by them?
I can't find the icon for this anwhere on the "private messages" page. At least not one that's clickable.