I still don't understand why upgrading a unit isn't done through the unit designer.
sweatyboatman
[quote]Also, it benefits from city specific +%gildar bonuses, effectively being 2.5% interest with all the upgrades. [/quote] It definitely shouldn't be part of the city's base income. Clearly it should be added after all other effects. IMHO, it could do something more like give 5% of your empire's total gross income. That would still be a impressive number that scales with the size of your empire, but I don't think it would ever get astronomical. <p
Kinda a tangent, but would it be possible to mod in a spell that targets familiars only? So that the familiar could be counter-spelled? Or, less drastically, maybe a something that stuns the familiar for the remainder of the battle.
wow. [e digicons]>_>[/e] seriously?
[quote who="Suntechnique" reply="23" id="3335961"] Oh, noes. My strategy is broken in latest patch. Now Cave Bears have HORNS and I just can't bear these ugly creatures in every combat! :'([/quote] Lol, I think they look cool.
[quote who="Azunai_" reply="11" id="3335576"]maybe the accumulated fame could also trigger small random events like "a merchant has come to town XY, attracted by stories of your great deeds, he has some artifacts for sale. do you want to buy the Axe of Roflstomping or the Hammer of Pwnage for X gildar?". so you could basically gat some good items for your high level sov without relying entirely on luck.[/quote] [e digicons]k1[/e] for that idea
[quote who="Kestral2040" reply="5" id="3335534"] what it looks like is happening to me is that that unit is in "auto-explore" mode while you are trying to move it manually as well. This is a failing on our part in that we aren't displaying to you properly that the unit is auto-exploring. Also after manually moving it should probably cancel explore mode anyways. I'll forward it on. -Toby[/quote] Just get rid of auto-explore. It doesn't make any sense
[quote who="Derek Paxton" reply="5" id="3335172"] This is fixed in 0.51. We have been looking into the unit design issue, but its going to take a little more work.[/quote] I'm going to take this to mean that you're finally going to let us upgrade our units using the Unit Designer. [e digicons]\o/[/e]
In the game I'm currently playing I've gotten a pretty even distribution of drops (including 3 bows and 3 axes). The bows are pretty good, but armies are set up for my champs to melee so I don't use them.
Picky picky
The maul mechanism is cool, but it's obviously impossible to balance. As the case the OP makes, you can end up with three bears beating a dragon to death without the dragon getting a word in edgewise. Kinda ridiculous. I would suggest changing the mechanism to being: Maul => after a successful attack, you get one extra strike which if it lands, debuffs the defender's initiative for one turn and has a chance to stun. With such an attack, a bear woul
Windows 7, FTW! I keep my taskbar on my second screen, btw. [quote who="Daynarr" reply="8" id="3335171"]That being said, I see no point in people posting here that they like it the way it is here. It's an OPTION that is being asked for. If you don't like it, don't use it in game. Understand that others may like, for example, to scroll map by moving to the edge of the window and they can't do that ATM when they have multiple monitors. Why would they be forced to p
Yes, please. Currently, if you have more than one hero in your stack, you'll have the option to "Trade" which can be used for this purpose.
You could probably mod them back in. There are still quests that allow you to recruit champions, so the mechanism must still be in the game. I don't miss them in the least, though the world does seem a bit empty without them. The solution in my mind would be to make the Quest markers have visible units from the map. So quests would look like FE's champion recruitment things, but instead of the champion, you'd have the quest-giver.
An item vault that is accessible from your cities would be really nice. I suggested it for FE, but I don't think it's going to happen.
Double click on the unit you want to move and it will swap to the other army (if there's room). Unintuitive. Because there's no single-click to select, it's hard to realize it's waiting for a double-click.
30 pop to build an outpost is too much, especially in the early game. 30 gold is about right, but ridiculously too cheap to found a new city. I think this change is going in to fix the issue in 0.50 with the AI's cities never growing. I think the pop cost for pioneers is really a fun change. I have very much enjoyed it, but it has definitely meant that I don't build outposts until I'm done expanding (Which I don't think is the intention). If y
[quote who="Derek Paxton" reply="1" id="3334973"] Thats okay, Ongr can have a sword that's to high of a level for him.[/quote] He can also sit wherever he wants in the movie theater [e digicons]XD[/e]
[quote who="greywolf00" reply="17" id="3334920"] Prevents attacks on units, not cities.[/quote] When was the last time you saw an AI city with no units in it? [quote who="Rhaegor" reply="18" id="3334925"] AI needs to avoid monsters the same as a player until they are able to defend against or defeat them. The monsters should attack the AI just like it would attack a player. Anything else is pretty dumb imho.[/quote] Agreed, unless you are on Har
Seems like they should pull up the unit designer and let you pick the upgrades. Put them on horses or wargs, fit them out with pendants and rings, etc.
I'll admit that I kinda like it that way (I mostly use click-drag to scroll). I can see why it'd be annoying, but it feels wrong not to be able to mouse over to my other desktop.
[quote]Loot seems to be somewhat messed up. Got an Obsidian Shield from an unguarded camp, Equipment Cache maybe.[/quote] From what I understand, you just got lucky. Every type of loot is always possible regardless of the site, however, higher-level ones are more likely to generate good stuff, and low-level ones are more likely to generate junk. [quote]Crushing blow animation looks like a spell cast (intended? If so, seems odd)[/quote] I've seen this to
[quote who="lpisko" reply="23" id="3334813"] This is very frustrating. There should be a difference if i attack the wolves vs. if i mistakenly stopped moving near wolves and they attacked me. If I initiate the attack on any monster i shouldnt be caught unawares with my pants down and at the start of the battle wondering who is going to die first. At the least not against low level beginner mobs or a small band of 3 low level wolves. Usually when you decide to attack something you have s
I love the new diversity of new tactical maps, but with buildings/trees and all you can end up with obscured units (including your own) that can be kinda hard to manage. If I could suggest outlining obscured units (sorta like this ) so that the player can see where they are.
I love that event, though I'm concerned that the AI just cannot handle it. In the game I am playing (on Challenging), 100 turns later, all the AIs have made peace with me, but they're all still at war with each other. Basically the game is on easy mode, I am questing, building, and teching-up while the AIs batter each other.