Barrynor

Barrynor

Joined Member # 2651210
26 Posts 229 Replies 8,570 Reputation

[quote who="Leo in WI" reply="8" id="3082778"] Quoting greggbert, reply 6Don't stacks you get free movement for passing through the city? The way I understand you can walk in one end of the city and and walk out the other only using 1/2 of a move! If your city is long enough that could make up for 2 or 3 turns! They do, but only if you have room for them and the current garrisoned units at the same time. Else they have to take the long (and circuitous if

18 Replies 6,339 Views

[quote quoting="post"] I do not think that pioneers should be allowed to destroy resources since they have no attack/combat capabilities. In fact, they should not even be present in the tactical combat screen. If they are caught by an enemy unit, they should either be killed, or, taken as slaves. [/quote] should be possible, Caravans act pretty much the same with only autoresolve. [quote quoting="post"] During tactical combat, champ

1 Replies 1,938 Views

I agree... as far as I can tell, a lot of the issues are merely a matter of balance or AI... the basic game functions nicely in most areas. I'd looove to have a new beta with more gameplay, but I want FE to succeed.

20 Replies 5,512 Views

[quote who="Tasunke" reply="42" id="3082543"] Quoting seanw3, reply 25And then there are those annoying modders that sit up at night thinking of new way to ruin the game. They don't even look for bugs, they are only interested in ripping the game apart piece by piece and then rebuilding it into the long awaited Space Marines turn based tactical. Hey! I never said I like space marines ... (I prefer the Imperial Guard) [/quote] Tau plz.

83 Replies 61,895 Views

Materials is the base multiplier that gets multiplied by your tech achievements and buildings, and citizens provide an extra source of production. edit: Food comes from the base tile, like production, and that is turned into Grain (with a multiplier), and Grain provides the dinners for the pop and helps with growth.

18 Replies 4,085 Views

[quote who="ddd888" reply="45" id="3082452"] Quoting Barrynor, reply 39 In essence, this would turn tactical combat into a game we cannot win. this what? playing well? its ridicolous AND FALSE what are the odds of having 2 high dmg, low defense, non ranged, non magica, with same move and initiative units ? seriously? i just want WHEN it happens (and wont be so often) the ai knows how to play it

59 Replies 54,580 Views

It all depends on cycles, typs of bugs and what you want to adress. This is from personal experience: In a good week, I can squash 40 bugs... but they arent system-altering things, they're usually bugs where the code is outta line a bit and I need to re-adjust. Bad week... 5 or 10 get done. Not because I'm having a bad week myself, but because I had to spend 6 hours trailing a bug that in the end needed recoding of 5 or 10 characters. Could I bring out a patch at the e

83 Replies 61,895 Views

I try to keep em as compact as possible. Late game, when my armies get big, it gets tedious to move around my snaking city. Plus, I find it silly that my buildings are spread out like mad ;-) The only exceptions I make are cities that can be constructed at a chokepoint ( for as long as the terraforming doesnt stop it). Those are built, if possible, to choke the point.

18 Replies 6,339 Views

Simple solution: Seperate spell acces from caster level, apart from maybe a basic spell per level or two. You get a fire spell when you level up, but if you want the entire lot, see magic research tree. Way at the end, the spell of ubar nukeyness will nuke your foes. But that takes time. No shards? Why bother!

28 Replies 116,311 Views

[quote who="Lord Reliant" reply="29" id="3082001"]Is there any reason the game updates couldn't be separated to changes in the .xml files? Since the .xml changes are mostly balance/typo fixes, that should be an easy thing to change without having to roll out a whole new build. I don't want to downplay this and say it's a trivial change, but compared to packaging, deploying, and listing all of the various other changes, I'd think just changing these files would address some low

83 Replies 61,895 Views

[quote who="Vallu751" reply="36" id="3082044"]I think ddd888 example demonstrates a valid stalemate situation. 2 units with equal movement and both able to kill the other one with a single melee strike. First to move in will lose. If this seems too far fetched then a situation where the units are not able to outright kill, but will cause enough casualties to win in the end is also a situation where a stalemate is the best result you can expect.[/quote] In essence, this

59 Replies 54,580 Views

[quote who="seanw3" reply="2" id="3081644"]Lack of variety is a good point. Giving every faction some unique techs, spells, more unique traits, more unique stat differences, hero classes, abilities, buildings, and mounts would be an appropriate way to fix this. I only comment because this is the one area that may not be on the devs' radar yet. But, the core game needs polish before this sort of thing can be accomplished. [/quote] Oh they will have it

15 Replies 7,970 Views

Yeah, I'd hate to loose it. It makes perfect sense for magical casters to recreate the world to suit their own needs. There is so much fun that can be had with these kind of things... you could create a map called "seperate valleys" or something where every starting point has its own valley, and you need to cast Lower Land to get out ( of course, earth magic would be a must-have)... and Lower Land again to break into the opposite valleys. Sane? Perhaps not. Entertaining? Very!

41 Replies 27,122 Views

I think there is a tickbox for auto end of turn... but you can acces your cities whilst it continues I think, just kick a unit outside that should stop it.

3 Replies 5,334 Views

So here we have them... Create Mountain, Lower Land, Raise Land... all extremely powerfull spells that allow one to seriously, and by seriously I mean SERIOUSLY dictate the flow of everything around your lands. Currently I have a load of mana lying around you would not believe... what stops me from creating a double mountain ringed "island" that is only accessible through two holes, opposite of each other, with two good stacks blocking the entrance, and 1 shard type of each inside

41 Replies 27,122 Views

[quote who="nkraptor" reply="6" id="3081752"]This leads me to wonder, is the best stat a spell caster can get initiative? Do you get extra turns? More turns is more spells casted? Kind of lackluster if a spellcaster is an initiative character. On setting normal magic I believe my biggest spell was about 55ish damage. Not bad, however, every spell I cast I weigh against that I could be using Crusade(+1 unit level to all of your units). It's pretty obvious that fully decked out level 12+ un

15 Replies 7,970 Views

None... you get a base material from the ground where you found it, and you can add to production by having nice materials and/or buildings around, like Clay Pits and Blacksmiths.

18 Replies 4,085 Views