Kalin

Kalin

Joined Member # 2423659
17 Posts 971 Replies 10,700 Reputation

I'm not a big fan of steam, not because I think they are evil and will take over the world, but because I like to have control of my games. I might want to not patch to the latest version due to some compatibility/problems (but do want some of the patches), or maybe I want multiple versions installed. Steam doesn't like that, so the feeling is mutual. Also, am I the only one who plays games when I am OFFLINE? I understand internet access is readily available nowadays, but it&#

464 Replies 2,506,906 Views
Reply to 1-tile cities in FE Beta

Oh wow, that's the best news I've heard on that topic in a long while... I'm glad we still get some ability for placement. Even if reduced, it'll still be enough to choke things that need choking. Though I'm not sure all those people who were crying about the world city scape would be too happy with that 6 tile limit, heh.

25 Replies 17,618 Views

[quote who="Malsqueek" reply="12" id="3166930"] +1 Prestige can be attained one of seventeen different and easier ways, and is a relatively opaque bonus at that (which is to say that nowhere does it really indicate what +1 prestige DOES for you other than "your empire grows 'faster'"). We are not asking for free exp, nor free gold and prizes. We are asking for a system that WORKS and MAKES SENSE. The current PotG doesn't make sense and doesn't

22 Replies 12,673 Views

I understand that, we discussed it in the PotG trait thread. The administration line only works if you are sitting in a city, and using it prevents you from progressing further, but all the other skills (even if they are weak) still works just fine out in the field. I'm not sure if this in an intentional choice they want players to make, but that isn't what I was talking about. Giving them passive exp just gives players an incentive to sit heroes around instead of actually using them

22 Replies 12,673 Views

It's actually 1 exp per season with adventurer's guild, the description lies. You can use the adventurer guild to get the first couple of levels fairly easily. It's afterwards that it slows to a crawl. As for passive exp in general, I think they don't want it because it tends to encourage turtling.

22 Replies 12,673 Views

I think it has something to do with doing multiple part quests multiple times... the various flags that are set from the first time isn't reset.

1 Replies 2,973 Views

Um guys... it already does take population from the city. Whenever you train a unit, you lose the number of people equal to the unit size, and when you disband a unit, you gain people equal to the unit size in the nearest city. That mechanic has been in the game for ages. Right now, the pioneer is set to be a group of 3, so it always take 3 people, and of course gives 3 to the new city. Before, when you could build them in larger groups it would take more people and drop more in the new city

83 Replies 235,720 Views

I honestly don't think you'll get much luck getting them to change the entire magic system at this point... mainly because something like what you're describing would seem to require a full fledge beta stage by itself to test and evaluate. So while I do think that it could use some improvement (additional spells), I don't think it's going to change in a massive way. Also, I haven't really notice a problem trying to get a high spell path when you have multiple paths, at

11 Replies 11,313 Views

Warlock was cool... the first week. After that... I dunno, it just seems exactly the same every time. I tried it a couple of times after thinking about cool resource possibilities for the ultimate unit, and then get bored out of my mind once those units roll everything. Once you figure out how to set up your economy (and it's not exactly hard) and starts pumping out those uber units, you find out that the game doesn't even bother putting up a fight and all that effort seems wasted. Ha

64 Replies 223,283 Views

Oh it's definitely easier to change skin color with the faction file alone, that's for certain... but it's also not particularly "hard" to do a search and copy and paste some units and changing their names a bit either. Although if you're fully redefining everything, it does end up taking a bit of work. I only said it because he seems to want a different race (orcs)...

9 Replies 42,274 Views

Um... you only have to do that if you're actually trying to change the Unit Models. You can reuse the same model in your units, and never have to redefine the item compatibility. All those compatibility checks the unit model, not the actual unit/race type (the reason altar's henchmens are bugged is because they used a new model for henchmens - HenchmanMale instead of just KingdomMale - They did this to link the the special spell/henchmen traits to those models). The reason you

9 Replies 42,274 Views

I think I saw that helm once in all my games. The thing with the emerald cap is that its easily available, and probably the only helm I know of that boosts spell power. Def is nice and all, but when your slow lands 100% and you never get hit... well... it's not all that nice.

8 Replies 7,630 Views

Magic does work on them in combat. The "magic immunity" just means they have 100 magic resistance more than they normally should. This means that debuffing them (or skills that requires them to resist) is much harder. But still completely possible. It's just poor wording.

3 Replies 2,185 Views

You should probably make your own race type if you do this. You can see what you need to do in: CoreRaceTypes.xml Put it in a separate file, and link it to your faction. Once you define your own race type, you'll probably need to do the units for it (militias and basic designs) as well. That is, unless you're fine with using some existing ones.

9 Replies 42,274 Views

I don't really like teleporting items either... most games have some sort of spell mechanic for it, but I honestly think that having to decide between taking your troops out of the front to meet up and trade items create more interesting strategic situations than just poofing it there with mana. Although, admittedly, I usually have some throwaway champion running back and forth doing it.

4 Replies 8,847 Views

I play on hard, I Ctrl+N if I don't get at least a 4/3, and I also Ctrl+N on known bad starts (like when you're in a corner and there's mountains on the other side - choked). I don't consider 4/4, 5/3 or any above (though I've never seen it) a must. However, 2 mat starts are excruciatingly painful, and having any less than 4 grain means you take too long to get to level 3 city (where most of the good stuff are). As a result, 4/3 is minimum for me. I'll walk at most 2 t

21 Replies 20,286 Views

Actually Satrhan, from the way you describe your ideal scenario, the solution probably wouldn't be to change pioneers or their spamming, but to just make way more wildlands and more variety of them. If you have some mid-tier wildlands that needs clearing before you can settle, then you wouldn't be able to settle it with pioneer spam, and the really tough wildlands would only be settled late game. So the world basically breaks into "starting zones" with maybe 1 guaranteed expansions, a

83 Replies 235,720 Views

Also don't forget about the prestige boost. More often than not, the whole reason I picked path of governor for any hero is to get the extra prestige. That helps the entire empire grows, no matter where you are. The criticism of PoG is more because of administration than it is due to the path itself. So maybe administration is the thing that needs a look at, and not the path?

32 Replies 36,398 Views