Playing through my latest game I started to wonder if perhaps the AI could perform better if it could spend more time building troops and not rebuilding (upgrading) so many buildings. And I will admit I quickly get bored with clicking through build queues to see what needs upgrading. I realize that city building is a big part of the game, but perhaps things like shards, crystal mines, farms etc could just ramp up production with the appropriate tech. Certainly leave World
NaytchSG
Similar (and not new, unfortunately) issue, I found an Altaran outpost building buildings. But I do not have the Undead DLC yet. Just 1.5 beta with abob101's Demons and Wizards and Parrotmath's Snaking, Armored Militia and Swamp Tiles Mods.
Would like to see at least a single 5/5/5 per Wildland. That would be cool! And/or a special recruitable unit like the Deorcynesse Darklings.
[quote who="lvdogma" reply="5" id="3419042"]on some autonomous wagon[/quote] [e digicons]:D[/e] Yes!!
[quote who="veryinky" reply="98" id="3419612"] If this is the diplomacy patch, is it possible to have a "Make peace with $NAME" diplomacy option? I'd like a way to keep some factions alive or at least a way to stop total war to make the diplomatic victory possible. Sort of the reverse declare war on faction option that already exists. Also, a button for "match trade imbalance with gold". Stuff that'd be more difficult: The ability add outposts and settleme
[quote who="Borg999" reply="3" id="3419103"] But what do you do with all of those horses? [/quote] Feed my Cave Bears?
Has anyone else noticed the lack of resource (iron, crystal, horses, wargs) trading in 1.4? Now only tech? Please give AI players the ability to sweeten their peace treaty requests with goodies: magic items, quest reward creatures, resources or gildar. I recently had a battle against Verga and was pleased when the Figurine of Grazna was loot-dropped(The Pillar of Grazna was in the enemy stack). Sweet! This was a regular old battl
[quote who="FoShizNat" reply="138" id="3414235"] Quoting parrottmath, reply 137 If you want to check it, you could just use the executable command -cheat and then press ctrl+u to reveal the entire map and you can search for clay that way with the map revealed. K just tried a few more maps with shroud revealed to check for sure, and no clay pits anymore strange... If I revert back to previous version of D&W they come back[/qu
[quote who="FoShizNat" reply="134" id="3414174"] Is it just me or are clay pits no longer showing up on randomly generated maps? Ever since I uprgrade to v0.5, I never see them anymore (note: I don't use CoS, could that be the issue?). [/quote] I have them on my current map FE:LH 1.4/D&W v0.5, no COS. I am running D&W and Parrotmath's snaking, militia armor and swamp tile mods. Maybe there just aren&#
Derek, I believe "Arching" should be Arcing for the three unit Shield Bash. Would you consider an improved version of Reap for regular troops? Or make it that when a unit with the trait reaches level 4 they get +2, Level 8 +3? Other traits could get bumped with levels, too. Will the heart of fire unrest penalty be per essence slot? That is a nice drawback! Great news about the Undead DLC work, will
[quote who="Fezziwig" reply="226" id="3413589"] Unfortunately, the AI monsters are starting to revert back to the old way of webbing and beguiling the wrong units in 1.4 (I also have the Dead DLC). I've had spiders web a unit after it was already successfully webbed by another earlier, and the targeting seems off again--often the ranged casters are getting beguiled in my party. Hopefully this can get fixed. I also see that Caravans are getting withered again.[/quot
-Warlord Verga mounted on a warg and with a 30 melee attack will instead opt to use a throwing knife on an adjacent opponent or an enemy one space away w/o ZOC issues. -I do not see life mages casting heal/wellspring on allied units. -No tactical summons seen yet in two games of 1.4. -Can spiders cast web/beguile and then move the same turn? They waste too many turns before getting into melee. -Resoln troops/city militia have used their life
A Noble Primal Savage!
Thanks, tjashen! I knew it was something like that! Yes, volley was a once every 5 turn special bow attack that hit every enemy in a 3x3 square. Wow... E:WOM??!!? That was a long time ago! Additional ideas: Flaming arrows create a fiery wall that lasts 3 turns and/or it just damages units and sets them afire for 2 rounds. Or could be an alternative for pitch balls from catapults. Po
I fondly remember the Volley ability from the FE weapons mod by... by Ken? was it?? ( [e digicons]#:([/e] I love getting old!) But it was an attempt to make weapons more interesting and it was largely successful. Murteas did a bit of modding work with him iirc... Anything to make units more distinct is a good thing!
[quote who="jirkaesch" reply="165" id="3405140"] Derek, AI still casts Wither on caravans. Experienced that in my current 1.4 game with Resoln. Will try to get screenshot of that...[/quote] I had AI Lord Markinn Tremor a caravan instead of an invading army twice in my current 1.4 game. I was pleased that he did successfully declare war AND take one of my cities within 5 turns. Much better aggressiveness. Keep it up! </
Apheirox states: "2) There aren't enough heroes to use them for unrest reduction, and heroes also just don't the job (it's a 5% reduction...). The administrator hero skill is poorly designed, because the only way to get enough XP for a good administrator that reduces unrest empire-wide is to send them into lots of combat, which defeats the whole point of them being an administrator. This is a separate issue with the economy, though - the amount of XP gained from stationing a
[quote who="Mistwraithe" reply="20" id="3402305"] OP is so bossy and I disagree with everything they said.[/quote] The OP is too OP, I wish the devs would nerf him... [e digicons]O:)[/e] j/k I am a big ROTM fan!
Subscribing...
Don't touch it!! http://www.youtube.com/watch?v=ku2wFaaPAzI
Less typing!! More patching!! [e digicons]:)[/e] We are indeed impatien... um... enthusiastic!
askjosh has a fun, engaging, solution right there! Certain to keep folks coming back for more! [e digicons]1*[/e]
https://forums.elementalgame.com/443181/page/1/#3346190 I tried a version of this with a life magic beastlord a while back and it was pretty fun. Although I attacked other players iirc... A summoner with attunement and scholar would also work.
A monster editor with the ability to skin and animate the finished product and add unique sounds. Also love the tactical battle tiles having fortifications and bonuses/maluses.
[quote who="Derek Paxton" reply="167" id="3385984"] You can move and attack as seperate actions. Maybe I'm misunderstanding the issue but you can choose exactly where you want to move your unit to, and then attack where you want to attack. If you are clicking directly on the enemy you want to attack it will move and attack as one action, but you don't have to do that.[/quote] Merlinme (+1) did a good job explaining what I mean