Cross-posting because I put this in the wrong forum initially... In my current game, I got a sovereign to surrender. When I looked at his equipment list, I saw that he had purchased 6 horses and 6 wargs. That seems a bit much. I don't think he had twelve heros to trade them to. 2. When I captured a city with an AI hero, the hero stayed in the city recovering for 5 turns, and then became part of my faction (It wasn't until many tu
Borg999
[quote who="Kongdej" reply="1" id="3323433"] Also, what difficulty were you playing at? 6 horses and 6 wargs sounds crippling on challenging and below. (This bit is just me being curious.) ~ K[/quote] I'd rather not say, as to not embarrass myself. [e digicons]:S[/e] But, yea, he was easy pickings, so it must have been crippling.
In my current game, I got a sovereign to surrender. when I looked at his equipment list, I saw that he had purchased 6 horses and 6 wargs. That seems a bit much. don't think he had twelve heros to trade them to. 2. When I captured a city with an AI hero, the hero stayed in the city recovering for 5 turns, and then became part of my faction (It wasn't until many turns later that his sovereign surrendered)
[quote who="Vivas1" reply="3" id="3323330"]I do agree however, i dont recall how it is at lower difficulthy then expert, but its not a bad way to enhance the AI.[/quote] I disagree. The AI already get's plenty of bonus cheats to it's stats. It shouldn't get immunity from dragon attacks as well.
If I station my units next to a dragon for a turn of two, I get attacked, but this AI unit remained next to the dragon for several turns unscathed. It was a wandering dragon that came from it's lair and decided to "settle" next to one of my outposts.
Has anyone else experienced this? I consider it a bug.
I'm on a large map with 6 AI's, using storm world mod. All but one is going for the spell of making. That's a complete 180... From all conquest to an all magic victory. Shouldn't each faction have it's own preference? Just like in GC2, some opted for war, some for influence, some for a tech victory, etc.
Saw this in the WSJ, and thought I'd share. A site for those of us who grew up on Pac man and space invaders. http://www.geezergamers.com/
Another issue: The AI reacts when you start building the towers, but doesn't react when you start the spell of making. So, I after taking the AI city with the towers, another AI (With a stronger power rating than me) declares war. I manage to barely destroy two stacks he sends my way, then he suggests a cease fire (outside of the diplo screen). I accept the cease fire and start researc
So looking at the faction power rating bar, I saw one faction was building the towers. So I declared war and start attacking his cities. I conquered the city with three of the towers, and here are my potential balance observations. 1. I was able to retain the towers and have them count toward my own spell of making..BUT I hadn't researched the book of mastery yet. 2. Conquering an AI city with towers is far too easy a way to
On the magic tech tree under the Glyph stones, the two boxes to the far right (after crystal trove), do not have a pop up/scroll over box describing what they are. During a tactical battle with a troll, it was standing next to one of those big holes in the ground, making it difficult to get my mouse pointer on it.
Thanks Frogboy, the update sounds really great! Please consider making Stormworld an official part of FE. Compensate the folks who made the mod, polish it up, maybe add some content, and completely integrate it into FE.
[quote who="Jafo" reply="16" id="3316836"]Expectation versus reputation can account for the 'trend' which cannot really be considered of statistical value as it's too small a sample to be truly viable....[/quote] A trend has nothing to do with statistics.. A pattern of <a href="http://www.investorwords.com/9858/gradual.html" rel="nofol
Doing a remake of a classic will almost certainly disappoint those with fond memories of said classic. The expectations are just too high.
Even if the anomaly is ignored, it's a downward trend overall.
[quote who="Trojasmic" reply="3" id="3316251"] Quoting Frogboy, reply 1I've seen some reports on this. Does it happen when you do a quicksave or is it only with autosaves? Hi Brad, When it happened to me, all my saves were corrupted: the autosave, the previous autosave, the quicksave, and even the manual save "my Tarth game". None of them worked when I tried to load so the game was lost. This happened to me twice last week. &nb
I have no problem with dynasties as long as the children don't inherit dad's 42 damage broadsword. It would be very OP if Junior, a newly minted level 1 sovereign, had all of the magic items from his high level parents...
[quote who="mqpiffle" reply="3" id="3313070"]Just to confirm, with RotM installed, I started a new game with mods disabled in the options menu. Everything reverted back to vanilla settings as expected. You must have done something to alter the core files of the game to cause the behavior you described.[/quote] Hey thanks for responding to my question in the 1.2 thread earlier. [e digicons]:thumbsup:[/e] I honestly don't understan
OK, so I downloaded the program directly from SD and re-installed over the original files. That seemed to solve the problem. I didn't think mods were supposed to alter core files (outside of the mod folder), but apparently rise of the magi does.
So I installed Rise of the magi. I didn't care for it so I deleted it, de-selected "use mod" from the options screen and started a new game. However, the effects of the mod have "stuck" (Manna cost for spells has doubled). I've even uninstalled the game (Via Windows) and re-installed it via Steam. I'm at a loss here, how do I restore the game to the original settings? Thanks!
I was using the magi mod, but I deleted it, and I turned off "use mod" on the front screen. How do I restore the original settings?
In the game I'm playing, the actual manna cost for spells is higher than indicated on the spell description??!!
Thanks!
1. Path finding. I'm not sure why anyone else has mentioned this with regard to pathfinding, but often I will point a unit to a location, the pathfinding algorithim makes a path, but my unit stays where it is, no matter how many times I click the turn button. 2. Often when I try to select a tile or an opponent in tactical, the mouse pointer will flicker and/or point to the wrong tile. 3. Auto resolve. 4. Diplomacy. 5. Add more ran
If I remember correctly, Alpha Centauri had a fixed list of about 100 names for each faction that were reused each game. Players could add to/edit the file easily. That would be a lot simpler solution than a random name generator.