It would be very nice if there was an easier way to trade items between heroes. I'm thinking that a mana cost to trade between heroes (maybe more the further away) would be a nice way to do it so that it can't be abused.
littlejonnyninja
I take but what I said about the lairs. Since you start with the ability to make spearmen it isn't at all hard to get a medium power group and beat them. Strong lairs are still.. well strong.
I've only been playing for 20-30 minutes, but I'm really enjoying the new tactical battles. Having units start off close is definitely a good change. I like the way heroes appear. I like have choice. I really really like the new skills trees. I miss the map debris though. I know why it was removed, but I miss it. Starting with a couple of units is a good change, helps pick up the pace early. I usually play Peridon. I love their
Tying it to faction prestige is a pretty good idea.
I don't get crashes, or I should say I haven't yet, but after long play periods I do notice a general FPS slow down. Maybe a memory leak?
I captured an AI city which contained an adventurer's guild (I hadn't built mine yet). I didn't want it in this backwater city so I destroyed it only to discover that I couldn't rebuild it in any city. That strikes me as being a likely bug.
Or have "Trade & Equip" double as "Trade & Use"
If town guards (units in a city) required a reduced upkeep that would certainly help. I have the same issue, I can only afford so many troops, there's no way to protect all my cities. Maybe a special unit trait "guard" which would be a unit which cannot leave a city but has reduced upkeep costs. I certainly wouldn't mind more aggressive monsters, it certainly would help with the expansion spam at the start of the game although it would make Tarth godlike. LOL
I don't have strong monsters near my first city starting location, but I've always had some within the first 10 tiles or so (i.e. at 2nd or 3rd city) which given that you need to expand rapidly in the early game or be left behind is effectively "starting location"ish. Early militia or spearmen (0th/1st tier war tech) can't hope to beat them, even 2rd tier (axe/hammer) may or may not beat them depending on champion level/gear. And almost certainly won't without bein
Do you find that the AI sets off the monsters? How do you survive an early ... I don't know... Iron Slag rampaging through your lands?
After having numerous games effected (I was going to say ruined) by sudden rampaging of super mobs through either my or AI territory, I decided to start a game with monster denstity set to sparse. And I have to say it is the best game I've had to date. It'd be easy to chalk this up to a case of "to each their own" but I really like the idea of a reclaiming a monster infested world, but something seems to go very wrong (in a not fun way, for me at least). Some of th
Has to be a bug, I've killed a lot of enemy sovereigns inside my territory and they have not died.
i asked the very same question. https://forums.elementalgame.com/429396 In summary, the production indicated on the tile is the sum of all production the city receives for being built there. If you want it to have essence build on a tile which indicates essence.
Although certainly it can be explained, this isn't about can a reason be derived for why something is happening, almost any occurance in a fantasy game can be given some explanation as to why it is occuring. It is more an issue of should you have to deal with them. If you just beat them in the field, from a gameplay perspective you've incapicated them for 5 turns. The reward for successfully defeating a champion is that you don't have to deal with them for 5
They're incapacitated... they, in my view, shouldn't be defending the city. I realize they have little health and can be knocked out by a ranged attack (assuming it hits), but it seems odd and somehow wrong. The whole point of beating them up in the first place was so that I wouldn't have to deal with them for awhile. :)
To each thier own I guess, I didn't like Warlock at all. I do like Civ 5 (and 4, 3, 2 and 1) each for their own reasons. I don't think FE is perfect, but it also isn't released yet but I think it is great so far if the things that need fixing get fixed. I can certainly understand your frustration if you've been having the same bugs for awhile, I'm new to the beta so that certainly creates a bias that I'm not experiencing.
Something is definitely up with Magnar. Three games and in all three the AI Magnar explodes to a massive lead and kills everybody. I believe it is because of the slaves, it allows him to spam pioneers faster than everybody which snowballs into a big lead. I actually held my own against him this time for awhile using superior units, but the other AIs get smushed. Definitely needs to be looked at in view. Tomorrow I'm going to try a game as Magnar and see how a
The problem I'm having on manual is that as soon as I click "build" it builds it where my cursor last was instead of then allowing me to click where I want it to go. The strange thing I don't think it was doing that earlier so that might be a bug. Is that happening for anybody else? I'll see if I can reproduce the circumstances and if so I'll post a bug report. EDIT: Disregard. The problem was between the keyboard and the chair.
I doubt that this intended but maybe it is which is why I put the "?" in the title, but poison effects targets even when they dodge which seems wrong somehow.
Yeah don't change it Frogboy! We just need to get some experience with the game. I love that there is some challenge to be found at Normal. Although I might actually play a game on easy so I can get a hang for the mechanics.
In advanced options you can toggle it to manual placement.
Well, I just got pulverized by the AI. Magnar took a look at my poor little Kingdom and said... "Hmmm yummy". I'm thinking my loss has more to do with my lack of experience with the game than anything else but I'm happy to see that the AI is capable enough to build an advantage and use it. Also the forest drake eating my spearmen probably didn't help.
Ahh... I understand. Thanks!! That explains the patterns I thought I was seeing in distribution of tiles... and prevents me from doing further analysis and posting it as a bug. I thought there might be something wrong with their resource generator. LOL
Keep in mind, I haven't played this game since v1.2 of War of Magic, so this is pretty much the perspective of somebody new to the game, so it is very promising in my mind that I like it so much. It means that other newcomers will likely have a positive first experience. 1 - The music is wonderful. I love the opening theme. 2 - I always loves the cel-shaded graphics style, and it looks even better now. 3 - I like the city mechanisms in place.&
It seems like when you build a city you get whatever resources are produced by the tile in which it is built and none of the other tiles are worked (unlike say in civilization series). Is that correct? So, all other resources for the city come from special tiles or buildings, is that correct? This implies than that expansion of the city is valuable only for: 1 - Strategic ownership reasons (i.e. an expanded border to keep monsters at bay) 2 - To acquire s