[quote who="Cruxador" reply="25" id="3118886"]The fact that gamist actions can occur doesn't mean we should warp cities of any size to magically fit in a tiny area.[/quote] One tile equals over 100 square miles of land. Never seen a city from the old country get much bigger than this. [e digicons]:typo:[/e]
seanw3
[quote who="Cruxador" reply="53" id="3118883"]A separate screen is a whole new interface that needs to be made and it's effect is that it takes players out of the "worldmap" area of the game when doing something that logically is a part of the world map. In other words, a ton of dev time spent for no benefit.[/quote] The benefits: -More detailed tiles -Better game performance -Better scale -Better gameplay -Sieges are more fea
The next patch will have to give more attack power to trolls and armor to Ogres. I am getting too much XP from them, though the battles are fun!. Also noticed that city archer militia are not spawning. I am having so much fun attacking Empire cities! They mostly have a garrison of Assassin Demons and some powerful soldiers. Trog cities are scary. If archers were functioning I never would have won. I also notice that level 5 citylevelup bonuses are finally getting good. Onyx Throne has
This whole vote thing is going nowhere. Why not do something more democratic. In my country we mask the issue and then oversimplify it with catchphrases. Let's talk more about whether or not the player has the right to choose outlines on or off. One side could come from the perspective that giving the player the right to choose increases the personal experience of the game. Another side should probably point out that most players need the restriction of not having outlines. They would say
Oh, I was only thinking about tactical. Oh well. I just moved bow spells back to infinite range. Nice to see some AI love, regardless of the type. [e digicons]:thumbsup:[/e]
Faction*
The problem may lie in the Maul Debuff spell. They have been unsuccessfully trying to get Maul to work since Beta 1. I see no hope in the future either. It just wasn't meant to be.
This will take you to the FE Modding subforum: https://forums.elementalgame.com/forum/1008
[quote who="tour86rocker" reply="6" id="3118640"]When I log in to check my upgrade price, only the full price is listed. I was a preorderer of WOM. I think I even played an alpha they released to us, or at least the very earliest betas.[/quote] Did you make a new account since then? Your user profile seems to say you are new to the game.
It all depends on whether the AI can handle it. I fixed the spells to do what it appears they are intended to do, but the AI does not understand range limits and just sits there. They may just make infinite range a design choice until beta 4, where the final polish is done.
Any chance you could look at ranged AI since you are in the neighborhood? [e digicons]:D[/e]
It is possible for the system to be random and also allow the player to plan out a path for a given hero. It requires balance to the random factor and more options in the levelup tree. This is something we will be dealing with up to release I bet. Feels like a beta 4 issue.
I think she is waving to you.
Nice little strategy worthy of note. The AI Altar did something very smart. He sent a scout to trail behind my Sov that was clearing some land. I had no objection to it at the time, as we were on good terms. Little did I realize that he was using his recruiting starting techs to snake all the juicy heroes I had just cleared a path to. That two-timing bitch! I thought it would be fine because there was no way they could all get back to his Kingdom safely. But the damn AI ran each hero right in
Buildings that reduce faction prestige are only effective until more prestige is added. I had 5 prestige with -3 from Slums. When my Sov leveled, it took away the penalty I think. Anyone else notice this sort of thing? May be related to the problem where spells don't update as new shards are gained.
Keep in mind that Fb is only giving us a rough example there. Once we move to the 1 tile system, the tile art can be changed in scale. It might look more like this: [IMG]http://i1237.photobucket.com/albums/ff478/seanw3/Robust_City_Example_002-1.png[/IMG] You see, the tile can use more objects in a 1 tile system. It would allow for more intricate looking cities. Cities that look larger, have a better flow and take up less space. Yes Please!
For clarification, the 1 tile city system that is the current plan will have a separate screen to display the wonderful tile art. Some people seem to be confused about this.
People will destroy buildings to make late game ones. Don't want that to be part of the game.
Combos of the magical disciplines unlock new spells. Air and Death are good to have together. [e digicons]:borg:[/e]
Added some Upgrade Group Size cost so you can't exploit the system. If you already have v42, just go into ElementalDefs.xml and search for Groups. Then change the gold cost per unit to 30. That will save you from downloading version 42 yet again. I should really keep better notes.
I was just going through my notes of what I changed for my mod and I remembered something. Charge claims to increase Initiative and Moves by 3. Instead it increases Attack and Moves by 3. So either it is a typo or a bug. Your choice. [e digicons];)[/e]
This will be changed in beta 3 according to Fb. No sense in learning the outdated system for defense.
Apparently DsRaider is also willing to work on this. Maybe you two should get together on this. I would love to have something by this Fall. Would be nice to have some polish on day one mod releases. [e digicons]B)[/e]
Didn't see this one. I would certainly use it for my mods.
I not only agree, I solved the problem. If WoM taught me anything it was how to mod out the things that bother me while I wait for the devs to patch things. The devs help those who help themselves. It is noteworthy that much of what bothers you is being addressed in one form or another in beta 3. Glass Cannons will be much less so as far as I can tell.