[quote who="maniakos" reply="17" id="3078672"]Since we don't have ZoC you can't effectively block units unless the battlefield has choke points. ZoC blocking should have been added.[/quote] Actually we can. Units adjacent to an enemy can only move one space or retreat. Not full ZoC, but it makes blocking an option. I am surprised you didn't notice. [quote who="FallingStar0280" reply="18" id="3078674"]Item #2 is an interesting one. Having lots o
seanw3
Imbue was a problematic mechanic. We have no information really on how the new system will work, but I would guess that any hero can cast spells if he or she is gets the appropriate trait on levelup. The next thing we should all be worried about is the inability to cast any sort of silence spell. There is currently no way to do this.
There is already a quest for this.
Beta is not for sure tomorrow. Probably next week.
Nice to see others noticing the opportunity here. Just so you know, Events are the same as quests in the xml. Currently all events are triggered by population. At a certain population amount there is a percent chance to trigger an event. The population trigger is currently bugged. It may not be working at all. It would seem a small errand to add a few other event triggers while they are fixing the population trigger. Most notably, buildings being built, techs being researched, and quests bein
[quote who="DsRaider" reply="17" id="3078500"]No in fact it doesn't. Whats the point of large maps if they play exactly the same as small ones? [/quote] I am not saying the exact same movement on every scale. My point was brief, leading you to assume I meant that it should be equal. I actually meant that given the possible sizes of larger maps, it makes sense to add some scale to movement. I am not suggesting an equal level of mobility. As you say, this would make t
Why don't we test these changes before deciding if they are good or bad for the game? It was said a long time ago that story is less important that solid game design.
If your territory is twice that of an opponent, they should find an ally and attack you. Unless you have the appropriate diplomacy techs to keep them happy. It should be seen as an imbalance of power and be thwarted. This is how it has always been. Other historical factors would be borders touching. To properly create the checkerboard allies we see with real empires, there needs to be some serious penalties to touching another's boarders. Once again, this can be offset by re
The AI needs to do these: 1. Placement: Which unit is best where? Make a front line and protect your ranged units. Utilize tile bonuses for archers, making sure they can't be flanked. 2. Figure out who needs to die first. Is there a powerful mage over there or perhaps alot of archers? Does anyone have Maul? 3. Decide if magic needs to be used to help the front line. Then look at whether or not archers or mages are being flanked. 4. Make sure the AI wi
My problem is that playing on a large map requires a different scale of movement than a small map. It really comes down to this. I would say not losing movement on an attack is a balance issue we will see addressed at some point.
Just trying to be crazy. I couldn't tell you what the 4th episode is about. [e digicons]:-"[/e]
That's just the Flying Spaghetti Monster's noodlely appendages. [e digicons]:)[/e]
Already posted about this. BTW, you need to post bugs in the FE Support subforum.
I only watch Glee. And I only watch the 4th episode. [e digicons]8|[/e]
One per never is a bug.
[quote who="Colbert30" reply="79" id="3078031"]From playing on hard quite a bit, I have the feeling the factions AI is a lot less threatening than the monsters, in that I can usually just ignore them and concentrate on killing monsters and earning xp for my sovereign and heroes because I know they pose no threat (unless I went to far in the map to protect my realm), and then steamroll them. I also noticed the lack of bows and skills that matter for heroes/sovereig
Actually, some of the info in that post is out of date. This is how it currently works: Open the city details screen by selecting a city and clicking on the picture in the bottom left corner of the screen. There will be a section in the middle a the top. Grain and Materials are the base resource for food and production. mousing over these numbers will break down how your particular city is using them. A Clay pit might add one extra materials. A farm would give yo
Might want to take a look at The Tomes of Ryuu-o. Good dragon magic here.
Pretty sure it is evenly divided.
I tried making the likelihood 1000 and I still can't get them working.
You can bet that they are still working on fixing the improvements. It was listed as a priority in .75. I would guess that the changes they are making will require more time and so are not mentioned here.
I know what you mean. I spend 90% of my time at work thinking about mods for this game. Just because they aren't posted, doesn't mean I am not stealing people's ideas that will never make it into the core game.
It is interesting to see so much feedback without getting the new beta. Seems like we are starving for these improvements. I don't necessarily need the beta this week, but how about the new quest xml?
It wouldn't hurt to have just one map for testing the basics. Too bad the workshop for WoM won't work for FE.
I heard that it was bugged for IA. I am going to start some new characters and wait for fixes.