I've been able to build the Merchantcross with Capitar in the past but that was a while back. You might be on to something, I'll just run a test as well. There still remains the annoying 'design decision' that once anybody starts constructing a wonder/'world achievement' or even adds it to the city build queue nobody else can start constructing it but it sounds like that's not what's happening for you. edit: BUG DISCONFIRMED, it works as
Apheirox
A guy over at Steam Forums has problems following installation of 1.4 but otherwise I haven't heard of problems. 1.4 isn't a big download, I suggest you just go for it and enjoy the other gameplay updates. I'm sure StarDock will also appreciate your helping to test the patch.
[quote who="coyote303" reply="6" id="3409257"]By the late teens, you will be better off the majority of the time.[/quote] ... which is extremely too late. So many turns of potentially (no pun intended) snowballing slower due to lacking a skill. The question is what a more reasonable value would be. Knowledge for Mages sit at 25% which sounds fairly reasonable and useful, delaying a combat skill noticeably yet potentially paying large dividends if
Double post, delete.
By that same logic you might as well give spears a combat strength of 9999 because hey, you're only facing the AI so balance doesn't matter. Balance does matter. The current system precisely isn't fun when you understand what's going on, and when you enjoy the game enough to care about its 4X aspect actually working. The only convincing case that's been made so far as to why this isn't a problem is Primal_Savage's last post
That looks gorgeous, alright. I think the best thing about it is how the models in the world reflect the actual equipment the units are carrying. It's not just a generic model - those are your actual units you can see moving around the map in full detail.
The ultimate quest is pretty fearsome. If you don't have a very powerful, levelled army & heroes already it might be easier to just casting the Making spell. I don't understand what fallenchar refers to by talking of destroying opponent's towers; if you're far ahead in Magic research it might be easier to just rush the Towers and go for the spellcast while just defending. It's also going to be much easier casting Making if you're playing a Huge map and the ultimate
There's already another thread on the first page with even more newbie tips.
I don't think that's it. I've also had trouble casting that spell, no friendlies involved. In fact I haven't seen cases where friendly fire would prevent my spellcasting; you can scorch your own units just fine with a Fireball if they're too close. In my case I found out it wouldn't let me cast the spell to a diagonal tile. Yet, that isn't what's happening here.
[quote who="parrottmath" reply="1" id="3408018"]From your screenshots notice it only changed your barren landscape and made it purple. The purple landscape then allows better food and thus more settable sites show up.[/quote] Actually, that's not what his screenshots show. He did indeed upgrade a tile from 2/4/2 to 3/4/2 by casting the spell. I didn't realize this was possible. I also doubt this is worth doing a lot since the mana cost for the spell is so high..
Just leave tax at low, there's basically no benefit turning it to 0%. But, definitely lower your tax to 'low', that is important. Tax creates unrest and unrest slows your production and research. You don't need gildar early on, the other two are much more important. Build a Scout before anything else. Or two. Your goal is to find a location for a new city that is only lightly guarded. You want your capital to grow to size 2 and as soon as it is then safe
You get -2 to relations for being at war with somebody ("We are at war"), but you get +2 with that same faction for "Other wars occupy us", even if the war with you is the only one they are in.
Late to this party but I have a few points about Capitar that haven't been touched on yet. Basically, the whole concept with Capitar is they're the merchant lords. They are to the world of Elemental what Venice was to medieval Europe. They make lots of money and use it to buy quality troops and expensive equipment. Their greatest weakness is if all their neighbours are hostile - they're diplomats and traders, not warmongers, and will want to stay on friendly
Hmm... I think it's reasonable that the militia would eventually get powerful enough to defeat a Slag at the very end of the game. Certainly at level 4-5 and with most of the tech tree completed, we're talking about a settlement that has long outgrown a village and become a full city. Surely they wouldn't just roll over and die. I think the problem is rather that this Slag/Dragon didn't destroy the city long ago if it was close by. As for militia becomin
I realized this might actually be intentional after posting seeing how the game has some other 'balance decisions' in other areas that I strongly disagree with. If this isn't a bug, it should be changed. Not being able to equip light plate armor (even if it's heavier, it's still 'light'!) will really gimp any non-warrior/defender heroes (the only classes that can wear plate) for the faction with this light plate trait. As Gilden, you'll end up with heroes runni
Heroes with chainmail proficiency still cannot wear the light plate armor from the Gilden faction. Wearing it still requires plate mail proficiency.
Parrottmath: Thanks for that link. I really think this should be a feature of the main game. Would it be possible to mod the militia to have chainmail proficiency eventually? Ericridge: The militia would use the respective armors their faction crafts.
@ Primal_Savage: I just skipped past your post initially but that's a nice result from the last post of yours. Season 257 is still very late but I can see how the game might go on if you've cranked up the difficulties. Yes, I've considered if I might be wrong about this, if there was some mechanic I had overlooked. As much as I wanted to, I didn't find it. However, if there is some magic trick for me still to learn I'd be happy to have it if you are able to present it in a
@ Primal_Savage: I just skipped past your post initially but that's a nice result from the last post of yours. Season 257 is still very late but I can see how the game might go on if you've cranked up the difficulties. Yes, I've considered if I might be wrong about this, if there was some mechanic I had overlooked. As much as I wanted to, I didn't find it. However, if there is some magic trick for me still to learn I'd be happy to have it if you are able to present it in a
[quote who="Mistwraithe" reply="26" id="3405834"]Personally I think OP is correct that unrest as it is implemented is a poor mechanic for providing tradeoffs for/against ICS.[/quote] I disagree - I think unrest is an solid way of handling ICS in this game. I think it was a smart move. It is a way that both works and was convenient for the developers since it meant they didn't have to invent an entirely new system and could just use what was already a feature of FE -
Cities next to monster lairs is where I feel the game has two issues: 1) It's too doable and exploitable. Yes, the monsters could [i]potentially[/i] attack, but they rarely will. The monsters should also be protecting their lair, but I hope they make the monsters far more aggressive when their lair has been 'unlocked' by a player settling in the future. Those monsters should be out looking for vengeance! Players should be required to completely clear an area
I'd like to see some changes to how sieging cities work, and how the city militia/garrison is manned. I may also have some questions about it because there are things the AI up till now frankly hasn't let me test (this appears to be changing, the 1.4 AI does indeed seem to be far better at defending its cities with the beta patch... well done, StarDock/Derek!) so it's an issue that's about to become a lot more relevant. I have two main concerns with it a
@ joeball: The reason cities could't grow large in FE wasn't inherently because of Prestige but because the population requirements for city levels were set unreasonably high. The interesting thing to note about that giant empire you built is that even if you "don't think production times were too bad", fact is an empire half the size would most likely have equal or superior production and research since unrest is eating up most of your income. If you have 1
@ joeball: I didn't particularly like the Prestige model, either. I will freely admit that I didn't get to experience it much since I joined FE around the time LH was released and did not play a whole lot of games of FE. I recognize that FE had problems (population requirements for city levelups were far too high, for one, which LH has fixed), some of which I'm probably not aware of. I supposed I should have made this clear in the original post. There was a need for change to the
I'm not looking to mod the game. I'm looking to have developers resolve an obvious (well, I guess not), very large flaw with the game. As I stated first thing in this thread: I LIKE the concept of unrest increasing per number of cities - I'm not trying to get rid of it. Without unrest or some other restriction (previously: Prestige), the game is just mindless ICS city spam. The problem is that the way it is currently implemented is poor, and it simply does not work in its current