It's about the principle of it, not the difficulty. I can bring down golems fine myself but that doesn't make it right seeing them racing around the map. The guardian golems should do just that - guard; Vetrar, an ice giant, should stay in the ice wildland rather than embark on some sightseeing trip as this particular boss monster has a habit of doing.
Apheirox
Period. Vetrar the ice king is trekking round the map like some backpacker hippie and Obsidian golems are leaving their designated guard posts, terrorizing the local area and letting the player snatch their lair-items much too early. Please lock wildland monsters to the wildland area so all this nonsense can stop.
Webusver, I don't think the 'excessive gold' is a problem. Remember, it's equally 'excessive' for all players. It isn't true that unit upkeep isn't having an impact; just because there's more gold doesn't mean you aren't paying for your units and so having less left over to rushbuy with. What your mod does is allow all players to rushbuy a lot more than normal and purchase more in shops, that's really the only change. It is true, however, that i
[quote who="Fallenchar" reply="1" id="3432326"]I know there's a thread somewhere singing the praises of the Scroll Scribe, but in my not-so-humble opinion, it's almost always better to select the Oracle, for an extra Essence.[/quote] The Scribe provides extra research also so it's a choice between extra essence or a possibly significant research boost along with access to the Blizzard scroll. Both are viable in certain situations. The Scribe is decent enough
The 'thing you're missing' is the Morrigan's Call spell which creates growth out of death shards. No wonder you're faring poorly if you haven't used this spell. The Dead aren't as strong as the other factions, however. Even when you start casting Morrigan's Call your growth rate will still be very low. As you can read in the linked thread I'm suggesting a few ways to bring them on par with the other factions. Th
One of the the best 4Xs ever created - it's right up there with games like Civilization and Master of Orion. Too many bugs, though.
[quote who="coyote303" reply="16" id="3431232"] Wouldn’t it be cool if they made a low-growth race that had some special advantages to make up for it. For example, this race would be able to win battles others couldn’t tackle. It would be challenging to play as you would have to carefully consider whether to build another pioneer (as opposed to just cranking them out with a normal race). You would have to consider whether and when a new city site is viable rather than settli
Well webusver, all I can say is I strongly disagree with your artificial way of 'boosting' the AI, aka. rampant cheating. It isn't enjoyable to play against. Also, that particular game I spoke of couldn't possibly be won; the AI was casting Spell of Making around turn 90 and I hadn't even located his cities (huge map). I really hope you reconsider your decision because it is clear you've put a lot of time into this and am very talented as a modder.
Now that I've installed this I have two things to say: 1) This mod is fantastic 2) This mod is broken ... yes, that's unfortunately the case. I play Expert difficulty and meet Magnar on turn 75. He finishes the third tower for the Forge of the Overlord a few turns later and will presumably start constructing the Forge soon. His score is over 900, 10x as high as mine. Sorry webus, but this makes
They shouldn't change the faction just so the AI can play it, rather fix the AI. All it needs to do is cast Morrigan's Call on cities, only settle city spots with at least one Essence and play extremely aggressively (much like Yithril). It can't be that hard? As for Eric's guide... sigh. If you can put two and two together you can see that the Dead have a problem with growth. Unless you happen to spawn directly on a death shard you're looking a
I shall eagerly await your expert guide. I agree the dead are a blast to play, which is why I want to make them more viable.
The problem isn't just that the AI can't play the faction. The faction can't be played well by a human player, either. It's a really interesting idea that wasn't executed properly - the faction is too gimped to be able to stand up to the other factions' much higher growth rates. Having practically no growth for the first 100 turns or so of the game is a death sentence - yes, there indeed appears to be a second meaning to why they're called 'The Dead'. The o
Kingdom players can form alliances but Empire players cannot. edit: I was able to ally after a period of time so it's not being an empire that precludes alliances. I then don't know what is causing the issue. I've only ever experienced it playing as an Empire.
Not having any growth at all is an interesting idea for a faction - I really like the Dead. That's the theory, at least, because balance-wise this faction leaves something to be desired - there are too many map generations that simply leave this faction with no choice but to... well, die. The Dead faction is extremely dependent upon either having an abundance of death shards or spawning right next to another faction so they have somebody to fight right from the start - both of these condi
You can't ask them for tribute during a NAP if you open up diplomacy with them but they will still come to you and offer tribute.
What burns me is StarDock's apparent indifference and lack of commitment towards fixing these things. Well, hopefully this one bug dies in 1.6 now.
Several bugs were introduced with 1.5 to sieges. The most consistently appearing is that city militia will only appear to defend the city for the first attack of a round - in subsequent attacks, only units stationed in the city will defend. This bug is easily reproduceable. Another bug I encountered was the opposite: That only militia appeared to defend - the stationed army was ignored and didn't appear, resulting in the loss of the city.
1. Game version is listed on the main menu in the corner. 2. I don't do map packs. 3. Mages are armor-killers - cold and fire damage ignore armor. Mages are important strategic units that can defeat armies that are nearly unstoppable with normal weapons. On a sovereign, Mage is perhaps the most powerful specialization. 4. You can't. There's no good way to get high level administrators. You'll need to have your administrators *not* being in cities but mo
I'd also like a stickied thread where modders can promote their mods and briefly explain what they do so that end users like myself can get an easy overview of what's available. Such a thread would be highly useful as a sticky!
Yeah, good advice in the above: On a early game unit with 0 defense the +4 defense would make it much more powerful and definitely be the better option. If said unit already had 20 defense the +10 dodge is far better.
@ Marty: Take a look at the very last paragraph of my original post. It wouldn't be difficult to implement some rudimentary siege features.
Well, Ereog's Tower sucks so it only makes sense it got buffed with its own national park.
It's all fine and dandy saying "Don't attack where you can't win." Yes, that's the facepalming obvious conclusion to the current, broken system and the very thing I'm criticizing! My point is only-attacking-when-guaranteed is a luxury you only have because the AI doesn't mobilize its armies properly and station them where needed in due time - if it did, your genius strategy would drop to the floor and could no longer mask how unbalancing the overpowering advantage of t
[quote who="coyote303" reply="15" id="3428354"] Sorry, but I still really don't get it.[/quote] The following will be the last attempt: Player A is attacking player B's city. Player A has a maxed out army of six units, filling up all his available unit slots. Player B has an identical army of six units, but he also has two seperate units stationed in the city since it can hold up to nine units. The city is size 3 and has four defendi
I agree with that, Parottmath - main cities & capitals being almost impenetrable is a feature of many games and a good one. However, in FE it is too extreme and it also isn't about capitals - you can just as easily station nine defending units in a tiny hovel. The siege mechanics of FE are broken, period. I really hope this gets some attention in the future.