Replicators

Replicators

Joined Member # 2491431
34 Posts 160 Replies 399 Reputation

The magnar can train slaves. But I don't quite know how this is tied into the game. For example, the trainslaves trait have no modifiers tied into them. Which xml file should I look into? I checked core_units, abilities, etc.

2 Replies 2,496 Views

[quote who="mqpiffle" reply="2" id="3312542"] road travel out of cities much improved .[/quote] May I suggest adding a feature where if you have 4 cities in a box shape arrangement, have the cities connect to each other in a circle fashion, rather than a U fashion Basically, currently the roads will never loop between cities, even if an obvious path is easily seen. Too often will I get a 4th-ish city near my first one, but

42 Replies 29,442 Views

1. Easier/Quicker to build Outpost upgrades (they are quite painful atm), or just differently built (i.e. built with units near outpost, instead of town) 2. Incorporate Tile Editor into Faction Creator (allowing you to, without editing game files, change the appearance of city improvements) 3. When choosing Town Level Up upgrades, please display the 3 stats of the town (Grain, Material, Essence) in raw numbers openly 4. If you load a fairly big game over, and over, and

221 Replies 588,328 Views

[quote who="Frogboy" reply="15" id="3311320"]Wow. I'm so on the other side of this. I so much want there to be more decision making. If I were emperor of FE, I'd have more sliders (not just taxes) and I've had city terrain matter a lot more. Probably a good thing I wasn't the designer. [/quote] You are telling me... if you were the designer, you'd make it have EVEN MORE DECISION MAKING??? Wheres the ballot to put you on the d

29 Replies 34,040 Views

I recently started a game with all custom factions based off of the Elder Scrolls series(with stats that match as close as possible, and preset city names) I was the Imperials(Tiber), and my opponents were Nords, Dunmer, Bosmer, Dwemer, and Argonians. The game started out with me being blocked in by the Nords and Dwemer, so i decided to attack the Nords. I quickly captured Windhelm and was on my way to march onto Markarth and Riften. I decided to attack Ulfric an

0 Replies 5,366 Views

I've shown all of my friends (6) who like the turn based rts or HoMM type games this game. They all say this game looks good, but none of them will ever buy it without multiplayer. I'd much rather see fewer content (items, quests, spells, buildings, etc) for the addition of Multiplayer simply because we have some amazingly creative modders here that can generate this content. The ability to play with friends is just unreplaceable.

58 Replies 195,500 Views

[quote who="cardinaldirection" reply="11" id="3241229"] Just make them mortal.[/quote] Would be fine if you add a way to Spawn new heroes. i.e. WoM

13 Replies 7,778 Views

I disagree with sweatyboatman on this. Heroes are A focus, not THE focus of the game. One should be just as competent in warfare if he/she chooses not to opt for a nuking super hero, however this simply isn't the case in this game. Currently, a master fire mage will wipe out any army of whatever strength in both Strategic and Tactical level. (Pillar or Fireball) In my opinion, the Strongest Hero should only be 2X stronger than the stronges

13 Replies 7,778 Views

[quote who="parrottmath" reply="7" id="3241191"]What about the other computer specs? I'm sure the devs would like to see a debug.err file to see what the issue may be. [/quote] AMD Phenom II X4 940 @ 3.0Ghz ATI HD 5830 6GB DDR2 Ram FPS initially is 60 fps, after around 5 cities of mine, drops down to 30 fps, when I've taken half the map, is unplayable(10-20fps) in 3D mode unless very zoomed in. From what i can tell, this is both a resource

98 Replies 219,774 Views

[quote who="Cyreph" reply="1" id="3239011"]There's a range on Double Strike, but it isn't melee. I used it with a bow for awhile. It isn't the entire map, but it is at least five or six squares in range. I don't find any difference in the damage, in fact, I seem to crit more often using Double Strike (i.e. more crits from Double Strike vs twice the normal attacks). [/quote] I see, I will need to play around with that more then. If this

3 Replies 6,679 Views

When using a bow, my champion when using Double Strike, is forced to go to Melee range, and as far as I can tell, is considerably weaker. Imo, all of these Special attacks, should be compatible with both Ranged and Melee weapons.

3 Replies 6,679 Views
Reply to Roads...yeesh. in FE Beta

In the older version of the game, (0.87 ish), if you edited the pioneer unit and saved it as something else (ingame), it would lose the ability to settle or build outposts, but will be able to build roads. (As in, had a Build Road button)

36 Replies 35,535 Views

Magicka - Combinations Guild Wars - Builds/Synergy Galactic Civilizations - Customization Age of Empires 2 - Economic Options DoTA - Competitive RPGish dayZ - Survival Company of Heroes - Tactical Action RTS Dungeon Siege 1 - First streamlined Diablo-esk game Path of Exile - Dat Skill tree Elemental War of Magic - Customization, Combat Rome Total War - Strategic action RTS Frozen Synapse - Tacti

136 Replies 283,607 Views

I think dynasties would be a great idea, not only does it adds a way to spawn champions in a fun way, but also might add some interesting twists to the game? i.e. Rebellion? Defection? Randomized quests? etc.

55 Replies 146,223 Views

you forgot how the AI would literally send scouts everywhere near your empire to destroy every outpost/resources you have, continuously. Its a great strategy, granted, but its just so god darn annoying

3 Replies 7,032 Views

[quote who="Trojasmic" reply="5" id="3150316"]How about putting the troop size upgrades in the Civ tech tree. That could make for more interesting choices. Do you quantity (Civ) or quality (Warfare/Magic)? [/quote] I like the idea, but it isn't a solution, only a tangent. (You can have it with whatever solution)

8 Replies 10,719 Views

[quote who="Lord Xia" reply="28" id="3150279"]That doesn't have anything to do with hexs or squares, I don't think. The worst example of something like this is in Elemental, that I have found. I have been pinned down by caravans and settlers before. [/quote] It was introduced as a part of the Hex system, where in all previous square system, units can stack ontop of one another. hex system is to prevent this, and thusly prevents unit from sliding through one a

64 Replies 223,190 Views

[quote who="Lord Xia" reply="26" id="3150241"] Quoting Replicators, reply 25 Quoting Bellack, reply 23 Agree with all this except you made one mistake. Hex grid should have a plus next to it I hate how hex grid prevents your units from going through one another. I just think there must be a better way to solve the stack of doom issue. What do you mean "going thro

64 Replies 223,190 Views

[quote who="DsRaider" reply="10" id="3150262"] Quoting seanw3, reply 8 My solution was simple. Let there be unit size upgrades. Then add several buildings to each tech tree to make trained units start at higher levels later in the game. This is an interesting idea. However we already have 1 building that does that and more might be repetitive and harmful to city specialization. Maybe there should be a tech on the military tree that boosts trained

15 Replies 16,344 Views

Just look @ Stardock's previous game guys. GalCiv2 allowed for full ship upgrading. I.e. you can upgrade from Constructor mk5 to a Colonizer Mk1 [Yes, going down, but sometimes you need it]. It didn't upset the balance of the game, instead it made obsolete units... useful, at a price of course. The price IIRC, was the difference in default cost of the different parts of the unit. [I.e., ignore cost of similar parts, add cost of new parts) So,

15 Replies 16,344 Views

[quote who="sinusgamma" reply="3" id="3149947"]There are a lot of variations which could be good. My problem with 6/7/8/9 is that it would need the total rebalance of the early game because of the doubled size of the parties (3 -> 6). But with proper balance it could work. I think the devs should test it. To Replicators: Your idea can be good, but I think it needs a lot of change in the game mechanic and the AI would be very bad at handling the reinf

8 Replies 10,719 Views