Apple is even further ahead than having a cable. You can directly mirror any iPAD wirelessly to an Apple TV that share a wireless network and get a 720p HD signal over the A.TV's HDMI. Full audio, full video. Major corporations I work with and for are currently outfitting conference rooms with them so people can project from their iPad during meetings. No muss, no fuss, no looking like an idiot while 3 PhD's figure out how to project powerpoint from the l
M. Agrippa
I receieved the Shrill Shield as a reward, and while I like the item, its current version is overpowered. Since it gives +1 damage a level, and is apparently also affected by talents, it means anyone who manages to land a hit on my 22 lvl sovereign gets 40+ points of damage. I have seen this mean the shield is doing hundreds of points of damage in the ENEMY turn. For something that only requires Lvl 7, that seems a bit much. I suggest changing it so that it
agree; this would also make bandits more interesting.
Just wanted to vote for raising the number of normal troops allowed in a unit, I like mqpiffle's idea of boosting it to 5/10/15/20. Maybe also give a larger maximum unit size, say 30 or 40 and add that near the end of the tech tree?
I completed the quest where you defend the Wildling village from the army of scrap golems, but did not receive the "War Boar" mount that the success text mentions.
@ James009D: do you like the outpost and resource clusters they have going on, replaces the similar "improvement" city building mechanic from Civ well imo. Less micro management for each city, more focus on territory expansion and setting up buffer ""war zones" where you can duke it out and not endanger your actual cities.
Just want to bump this idea, as I have sometimes gone 10 turns with no research during a particularly interesting war. I think there just needs to be part of the END TURN thread that checks research; if nothing then prompt the user to select. Issue Sorted.
Just wanted to bump this, as I think roads need to be addressed for the mid and late game rather badly. I would prefer to see a road builder unit, piece of equipment, talent, etc that let you build tile by tile anywhere you wanted. I like the caravan system as is to represent "trade roads", but I really want to be able to build a highway for my infantry cause Umber is getting it in ~20 turns...
On aggressive monster AI: can we get the monsters to lower their hostility toward independent champions? I have noticed that playing with "Dense" monsters means that often the level 4 & 5 champs I want to recruit are all wiped out and dead when I can finally get the tech. This seems to happen to the Kingdom / Empire champs equally, meaning I don't get them for my side or a chance to murder them for equipment. Maybe give them a large bonus VS beasts while they st
Ahh, I will check my save game after work see if it is a stack leader related issue.
LOL, I like the Wall Street attribute. Like the fact that this bug has been fixed even more. Beta process works!
Like the balance changes, I killed Torax in 3 turns with Mana Burst. Poor thing was only able to get 1 Fireball off; raising level's on the Wildland Lords helps give that epic feeling. Has anyone had a discussion about having Sovereign only traits? Obviously champs need beat with the nerf stick, but having some exclusive abilities will help make the Sovereign's feel special rather than just being the oldest channeler in the kingdom. Maybe some
Playing as Verga, one of my champs got the Rare Master Scout trait, they got the +1 bonus to personal movement, but the army does not get it's bonus.
Figured it was some kind of library fun; the patch fixed it for me as well, Thanks!
Agree 100% with the OP point on removing Caravans from Unit move UI; worst part of the otherwise excellent Beta UI update IMO. At least give them their own, separate collapsible category on the tree. I actually would like a combination of automated caravans that build roads and a dedicated Roadbuilder unit / ability. This represents the profit motive making "natural roads" and gives the economic side while also the sovereign being able to say "I want a road
I also found this mechanic annoying, more so because its not communicated when it will happen. I like the idea behind the skeleton crew getting overwhelmed, but I want to know so I can respond appropriately, with fireballs and calvary. What about a UI mechanic to show that your influence on a resource was being contested? Something with each faction's color shading in different percentages abruptly competing over the resource, and after 5 turns Red beats
Also getting a fail on Win 64 _ Ultimate: "The application has failed to start because its side-by-side configuration is incorrect. Please see the application event log or use the command-line sxstrace.exe tool for more detail." Any ideas on getting this going? Would love to keep testing, but trying to focus on AI suggestions...
I like the idea behind the elemental lord trophies, I think they need enhanced by adding distinct icons / art assets for the player to be able to tell what cities have what trophies. I want to SEE that head mounted; I suggest these being displayed as a un-dispellable enchantment on a city? It would also be cool if these could be reassigned / moved once if you conquer a city containing one. "I have defeated you, now watch me cart away your treasures bef
I defeated Torax, sent his head to my capital city, where it deducted 100% from my Gildar production. I thought from the text this was supposed to be a bonus to Gildar, and definitely was not suppose to be worth 100% either way.
I was playing as a Kingdom, and found the Shroud while exploring. I received the quest to conquer the city, then at some point while I was leveling up heroes it disappeared, and despite searching every square I was unable to find it to conquer. Now I am stuck with an empty, cleaned out wildland that I cannot do anything with in the middle of my territory.
I really like how the economy and food/production resources are working in FE, nice deep system. Can we please get 4 distinctly different icons for Material, Grain, Food, and Production? The tooltips for explanation are great, but having these graphically different would make scanning city details much easier.
Just wanted to second this suggestion for managing spells; as modders add more in this filtering will become more valuable / needed.
Getting more Heavenfall influence into the game is a good thing, especially the mount modifications. I thought the faction specific / diverse mounts and 0 level spell when you get a spellbook were the two best ideas from the mod community for WoM that I have not seen anything about in FE. Of course I am waiting for the beta to eat a week or two of my life to offer proper feedback. [e digicons]:-"[/e]
Wish I found this surprising, but my decision to stop using Impulse in favor of Gog.com is more justified every time I look at it. I will never purchase another Stardock game via Impulse. Note: I love their games, respect their development process, and think FE is looking very promising, just a note for whomever makes the decisions about if a media edition is worth it. I want to give you money, I just won't via Impulse
I like the direction in general, especially with gaining spell levels via the ability to fatten up a champ. Fits right in with the Fallen's concept for me. As for spells to add, my addition to Murteas list, would be to add more "raiding" focused spell ideas to give you a reason to move castors through territory. Something like: Curse Shard : A first level spell that cuts off the mana from an enemy's shard for a number of turns