parrottmath

parrottmath

Joined Member # 3119455
208 Posts 3,333 Replies 25,812 Reputation

From my understanding to the tax system is the following. Every building gives you a gildar bonus say merchant is +2. Now this represents the amount of money you would get under 100% (more than oppressive) taxes. But being a reasonable leader you tax at say... 50%. Thus, you only get a +1 gildar per season from the merchant. Namely that percentage is the percentage of the gildar you are going to get for the tax rate. The info cards is the amount of money that the merchant prod

42 Replies 17,097 Views

I think it is the monsters taking over the city that you are supposed to see... See the monster symbol over the city. That is your new monsters don't raze cities.

9 Replies 2,441 Views

[quote who="GFireflyE" reply="16" id="3238959"][Tweak] Need to build a pioneer first thing every game. Game starts shouldn’t be so automatic…[/quote] This game start is very popular with me as well, except when it comes to building a city next to a forest. Then I usual choose to build a lumber-mill then 2 pioneers. The production boost is invaluable in that situation. Not sure if there is a good way to change this automatic start.

33 Replies 23,941 Views

I do not have this problem. As I am playing FE right now and typing this message. Even on the start-up splash screen. I'm running Windows7 64 bit, nVidia 555M

4 Replies 1,912 Views

I experience this from time to time, but it's not consistent for me. It seems to happen randomly after major loading of the strategic map.

3 Replies 1,653 Views

[quote] Still though this game gets so laggy its unbearable. I have a pretty rocking gaming computer too. The bad performance is what makes me quit games when I play them. I have tried it on all map sizes, it seems like its something with the AI code if you ask me. [/quote] I played this game after many turns on large with 7 enemies and do not have any performance lag to speak of. I'm running this game on a laptop, as well. I don't know what performance issues you are speaking

2 Replies 5,374 Views

This is exactly the problem I reported. The problem lies in having tooo many units in the fallen-enchantress folder in your documents. Basically if you delete a sovereign from the main screen the file is not deleted. If you clean this folder up, it should resolve the problem for you. But it makes it a little annoying if you have too many units there.

4 Replies 3,283 Views

There are a lot of tool tips to change to indicate that the tax rate determines the amount of gildar gained from any source. So the understanding is that 100% tax rate gives you what the description says and a 50% tax rate gives you half of the current tool-tip value. So the understanding that the tool-tip is how much the building is making, and thus, we are taking a particular tax from that buildings income. This definitely needs some description as to what is going on otherwise you

6 Replies 4,925 Views

You should post a debug.err so they can determine the problem. Also the version number is .981.2

4 Replies 4,499 Views

I was wondering if it is possible to change the ending types of a river. I see in the xml that they have a cliff ending and a beach ending, is there a way to have a plains ending for the river. I wouldn't mind just designing a small lake that the river flows into. Basically if the river ends on the plains the river changes from a cliff waterfall to a lake. Specifically I know that Heavenfall has a storm river mod, so I wonder if this is possible and what needs to happen to get thi

2 Replies 2,255 Views

I liking the progress on the changes thus far. I would like some word about the floating waterfalls during map generation. If that is on the bug list or you are not going to fix this problem before release. Just would like some word on the matter.

158 Replies 59,834 Views

The tutorial won't tell you much about the entire game. It just shows you "currently" at least that you can settle a city, build buildings around you city, research things, explore the map, pick up goodies on the map, build outposts to capture resources, hire heroes, fight monsters. Also, a quest shows up, but it doesn't talk about it and you are not required to go on it yet. From my understanding the tutorial will receive some fixing in the upcoming weeks so it will change.</

7 Replies 8,538 Views

This would be somewhat AI friendly. As they build this in their capital city, when they get injured they are warped back there... they should have the probability of losing that injury as they recover and others (with the proper facilities). The idea is that the hospital or healing station be a place to heal your heroes. Obviously I would put this building mid-game or late game. It would be nice if the AI gets a little boon when it comes to healing injuries. I just thought

5 Replies 2,068 Views

I think this game is great and I look forward to a more polished AI. I now have to carefully consider engagements from time to time as the outcomes are not always obvious anymore good job there. Can't wait to play the game with some of the tool that you have hidden and locked away.

195 Replies 784,352 Views

Would it be possible to build a building called hospital (you choose the appropriate town, fortress, conclave upgrade) where there is a 25% probability that 1 injury from a champion is removed or healed magically per turn. It could be a late game upgrade, and I know it is a new feature, so I not expecting this to happen. For those that mod I know we can build buildings and define traits. Would this be possible? I know they have a restoration potion out there to heal all injuries.

5 Replies 2,068 Views

[quote who="joasoze" reply="9" id="3238146"]There is gonna be a new category on all porn sites soon: Mites and Darklings[/quote] Is that why the darling warriors cast blindness :)

9 Replies 2,827 Views

[quote who="GFireflyE" reply="3" id="3238269"]2. There's a 0.981.2 ?? Why not just call it 0.982 ?? Do you know when it'll be released and where it was mentioned that they fixed that aggravating ping?[/quote] It was a side comment by Frogboy in another post. I made a post to try and point people to it. It happened yesterday somewhere around 9 - 10 EDT (but not exactly sure about that time).

33 Replies 23,941 Views

No, that is partially why I posted this one. To let those that downloaded early know that there was a small incremental change that evening. :)

10 Replies 6,058 Views