Lord Reliant

Lord Reliant

Joined Member # 2411813
81 Posts 1,298 Replies 28,116 Reputation

[quote who="joasoze" reply="81" id="3105780"]Does production of units cost population?[/quote] I'd like to know this, too. I think it used to be that way (at least in the early days of WoM), but it's not obvious if that's happening now or not.

123 Replies 960,937 Views
Reply to Curse City in FE Beta

Curse City seems more like a Death magic area than Life. Maybe access to Death magic is required?

7 Replies 7,467 Views
Reply to Curse City in FE Beta

And you can't currently tell who put the curse on there. Or remove it easily/at all.

7 Replies 7,467 Views

If an enemy resource is in your Zone of Control, I always assumed you took it over and it became yours. Apparently not! If that's the case as the OP suggests, there definitely needs to be some visual indicator showing this. Otherwise a valid strategy from the AI would be to sneak into your ZoC and steal any unclaimed resources without you noticing it. I guarantee the AI knows who owns what resource. More discrimination against us humans!

4 Replies 2,306 Views

I wonder if the whole mechanic for limiting troop sizes has to do with limitations of the game engine. That would explain why the game becomes laggy/crashy in late game. You have more units and units in larger groups. Hmm....

30 Replies 229,406 Views

[quote who="Publius of NV" reply="1" id="3105065"]The auto select next unit is so annoying that I have it turned off in the game options.[/quote] Same here. It seems like units forget to move (which may or may not be happening), but it's also really annoying when you move one unit, discover something, but the camera focuses on your next unit instead. These are some things I'm hoping will be addressed in the near future. It really detracts from the user experience!

20 Replies 80,097 Views

Content will continue to be added, which will help, as will further balancing. Tactical battles continue to improve. It's still in beta and will be for at least another 6 months. SD has time to continue to add in the fun while they work out the system of mechanics. I have a feeling Beta 2B will really help with this.

5 Replies 31,740 Views

I was thinking of the various models out there for open source projects that report bugs and such. Seems like it works well for Mozilla and Drupal, so just wondering if a portion of that concept could help out, specifically in tracking down strange issues that might have the devs stumped. One example of how this was done in the forums since the public beta started was with the random white glow/leaves some people experienced. SD couldn't track it, but the community pitched in and help to

3 Replies 2,622 Views

Maybe not everyone got credit? Only 7 people listed in the credits for FE? If so, that's pretty impressive given all they've accomplished. Might explain why the bug list is so extensive as developing features and squashing bugs both require a good amount of resources.

122 Replies 403,094 Views

Hey, Stardock! You've probably got a list of bugs a mile long. Some of them are probably unconfirmed/unreproducible/unintelligible. How about letting the active forum community here help you with that list? There are some pretty active folks here that would likely be happy to help find out more info on various issues you need help with. It's been pretty amazing to see how in-depth some of the posters here have been on finding out how and why things aren't working right. Th

3 Replies 2,622 Views

That would be sweet to see some balance/changes to professions in Beta 2-B. They're either bland or too powerful. Plus, other than the bonuses, they don't see to add much. It would be interesting if the profession chosen would impact the starting equipment you have. A warlock would start with a staff and robes, a bandit lord would get leather armor, etc. It's rather silly that they don't have some very basic equipment at the start of the game.

13 Replies 5,880 Views
Reply to Bandit lord in FE Beta

The current professions are rather dull/boring and either overpowered or underpowered. The changes you (and others) propose would add some much needed power/flair to the game. This would also be a much better way to help distinguish sovereigns from champions since they don't have these backgrounds/traits.

8 Replies 3,786 Views

Ugh. That's particularly strange that it's fine when you are running the game or after it's loaded, but reverts incorrectly after the first turn of a loaded game. If you same the game and load it after the values are incorrect, does it display the info correctly on a load again for one turn or is it permanently incorrect?

5 Replies 2,646 Views

It must be forgetting to multiply the bonus times the number of shards of that type. Thankfully the end result it correctly calculated, but the tooltip needs to be, too. Good find (like always)!

1 Replies 1,342 Views

So enemy units prevent you from moving further if you happen to move within 1 square of them? Sorta like a slow-down trap? Sounds interesting and worth consideration, though I'd have to see how that mechanic works in the game for the fun factor. It does seem like a rather small mechanic change that might add some more strategic depth. Certainly would penalize units with massive amounts of movement.

6 Replies 2,324 Views

Yes! Path-finding should be getting some attention in the next path. Between issues like this, problems sending units to places near hills, and then units not correctly choosing the fastest route to a destination (avoiding trees for instance), there's a lot more work to improve. I'd also love to see the path finding draggable (like changing destination points in Google Maps) as well as way points (multiple places to send a unit to visit).

4 Replies 6,570 Views