Sorry, but I still really don't get it. I've never had trouble taking a city when it was time. Also, I've never been in a situation where I wish I could retreat from a city battle that I initiated. And I still don't see why you ask for city defenders to be improved and at the same time complain it's too hard to take a city. Some things that help with taking cities: 1. You can see what regular troops are in a city before you attack. You can also get
coyote303
[quote who="Apheirox" reply="3" id="3407290"]Parrottmath: Thanks for that link. I really think this should be a feature of the main game. Would it be possible to mod the militia to have chainmail proficiency eventually?[/quote] I hope that you enjoy the Parrottmath's mod; that's what mods are for. However, the only change I want to see with army garrisons is for them to stick around for more than one battle (unless they are killed in a previous
No. As much as I have enjoyed FE and LH, I won't buy WoM (again). And it certainly doesn't make sense (or cents) to give it away. I'd rather see resources used elsewhere. EDIT: Frogboy posted as I was writing the above. So, while my "No" response is softened a bit by what he said, I'm still not excited by the prospect of a WoM update.
I retired early, but I retired poor. So, I really appreciate the value that FE/FE:LH have brought me. Let's compare: 1. If I buy a movie that I watch 5 times, it works out to about 2 dollars per hour for my entertainment dollar. 2. Between FE and FE:LH, I have around 1000 hours of play time. If I had paid full retail, that works out to about 4 cents per hour. However, I got the game for free, so it didn't even cost me that much! Furthermore, it actually has ma
Leave pioneers alone please (at least for human players). If anyone seriously believes the cost is too high for a pioneer used to build an outpost, then don't build outposts. For those of us who recognize the value of outposts, the cost is reasonable. Also, please leave automatic road building alone, too. This is one of the great features of the game that cuts way back on micromanagement.
[quote who="GFireflyE" reply="7" id="3422498"]@coyote303 You're welcome to disagree. I'm just a little curious though....why is not building any outpost upgrades 'just right' ? (this is not meant to be trollish...I'd really like to know how the upgrading of outposts helps the development of a game MORE than bypassing the mechanic altogether and focusing on queuing troops&buildings instead)[/quote] Outposts offer different strategies. For example, you reall
GFireflyE, you have lots of interesting ideas and all very well presented. I can't resist commenting on some of them: City Defenders Fixed: 100 percent agree. Outpost Upgrades: 100 percent dis agree! I think they have outposts just right. Roads Redeveloped: The road levels is a truly creative and interesting idea. However, I'm not sure the complication it would bring is worth it. I also don't have a problem with neutral roads. Heroes: I like
I'd like to see a version 1.51 that fixes the summoning bug. It really nerfs the AI in battle when a powerful spellcaster elects to summon a unit but nothing happens.
Tactical Maps 1. Get rid of trees that block the view of of the battlefield. 2. Adjust the contrast depending on which map is in play so the shading is clearly visible on all maps. 3. Fix the maps that don't quite line up with where you mouse-click. With some maps, if you click in the middle of a square, you'll end up in the square next to it. 4. Quit allowing the AI to stack more than one unit per square. 5. Allow the
[quote who="willie sanderson" reply="72" id="3422392"]UI - The last thing I want is a clutter of buttons to have or need to press to get somewhere. I bought a mouse for a reason. Give me a list I can click on and one button to bring up that list, tabs are fine.[/quote] There are "mouse" people, and there are "keyboard" people. A good UI tries to accommodate both.
I'd like to see a simple check box that disables the dead from being used by the AI. I enjoyed playing them, but I'm regretting my purchase since I typically play Kingdoms against all Empires.
[quote who="parrottmath" reply="2" id="3421235"] The spell summons a new group of wilding riders. It doesn't increase the size of the stack of any previous group of riders.[/quote] It wasn't creating any new unit or stack. The Wildling armies had nine units at the start of each battle. I wonder if that caused the spell to fail?
I fought two Wildling Shaman armies. The shamans cast summon wildling several times each during both fights, and best I could tell nothing happened. EDIT: Is it possible that the spell increases the size of an existing stack?
[quote who="parrottmath" reply="1" id="3419310"] The Ophidian provides magic immunity for the entire army. That is how the mechanics work at the moment.[/quote] Thanks for this explanation. I also ran into this recently, and I had no idea why.
[quote]I mean, already as the Dead you will really NEVER be able to build things like the Mercantross Bazaar because you take forever to get a town to the second level. [/quote] I played the Dead once (on hard), and I really enjoyed it. They started slow, but their advantages let me steadily advance my race until it was the most powerful. I played on a small map, and I didn't build a single town--all fortresses and conclaves. I had plenty of money and obviously didn't
I play small maps mostly, so I don't run into this. Still, it seems logical if there were diminishing returns on the repeatable techs. Say, 10 percent the first time, then nine, then eight, etc. Going from ten to one (or one-and-a-half) seems to be extreme.
I agree shortages can make for interesting games. However, when faced with iron shortages, I use clubs. Even a maul, the best club, doesn't use any iron.
I got a new widescreen 27" monitor with the 1920 x 1080 resolution, and it indeed looks great! In retrospect, my question seems silly. However, the 1920 x 1080 resolution wasn't showing up when I had my old monitor, so I wasn't sure it was supported. Of course, the new resolution shows up once you actually have the hardware for it.
I really appreciate parrottmath creating a mod fix for this. However, I'll wait to buy the DLC until the download itself is fixed before I purchase it.
I don't dispel it if I'm still at war with the caster; they will just cast it again. However, I take solace that it's costing them 1 mana per turn to maintain it.
My computer monitor is getting flaky. I'm think about replacing it with a 27" wide monitor that has a maximum resolution of 1920x1068. Has anyone played on one of these new really wide-screen monitors? How does it look? Are you better of using a resolution less than maximum? EDIT: It's likely the 1068 above is supposed to be 1080.
I usually don't take any of the other General skills either (magic schools excepted). So, if Potential is not a great pick, so what? None of the other General picks are either.
[quote who="Primal_Savage" reply="7" id="3409263"] I don't get why players say their heroes end up in the mid-teen. Most of the time my heroes end up in the 20s...[/quote] In my post, I'm simply saying by the late teens potential may be worth it. I do not mean to imply that's as high as your hero will go.
[quote who="joeball123" reply="3" id="3409243"]It's not even really worthwhile then, because you're only going to be fractions of a level ahead of where you would be until you reach level 20 (21 with Potential)[/quote] I don't necessarily think Potential is a good choice. However, even a fraction of a level is useful. If you select Potential, you will get to your next level 15 percent sooner than without, so for one level you will be one level higher 15 percent of that lev
Good advice above. However, I'll give you the first four things I will usually build when they are available: Logging Camp (only available if your city is next to a forest) Workshop Study (I might swap this with Workshop if I have a Logging Camp built) Bell