[quote who="ddd888" reply="9" id="3237689"]but on a side note the i added whole bleeding mechanics to throwing knives, they were so crap i almost forgot they existed now with bleeding (or poison if you like it) its quite a decent thing to do[/quote] Basically you are suggesting that we can have different throwing knives. Nice.. I'm waiting for throwing axes with a chance to knock target prone :)
parrottmath
[quote who="joasoze" reply="20" id="3237691"]But we are nagging eachother CAUSE WE HAVE NO PATCH....[/quote] Agreed... world peace will become a reality with this patch :)
[quote who="Trojasmic" reply="12" id="3237670"]The question I always ask my European friends is, "how do you feel about sorting?" with the day in front, it makes sorting kind of difficult doesn't it?[/quote] I didn't want to point that out... best logic would be year / month / day... but I didn't say anything about this.
[quote who="TorinReborn" reply="7" id="3237662"]Silence is gold[/quote] I thought it was "Silence is golden". [quote who="seanw3" reply="6" id="3237660"]USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA![/quote] Yeah, The metric system is based off a mistake anyway :)
Ahhh but you see the US uses 9 / 27 / 2012... many other countries around the world use 27 / 9 / 2012
[quote who="Derek Paxton" reply="141" id="3237647"]Poor Miredesi and her crappy armor: http://screencast.com/t/UEZy3JtG6 [/quote] Oh now you are just teasing us....
[quote who="Derek Paxton" reply="126" id="3237602"]Powerful ogres may gain the Hurl Boulder ranged attack ability. Obsidian Golems may gain an Imprison spell that removes a units movement for a few turns and does damage each turn.[/quote] I do like the ability to see ogres chuck a huge rock at the person. Obsidian Golem get a crushing imprison spell would be rather neat too. I think an obsidian spike being shot to impale the kiting unit would be just as neat too.
[quote who="ddd888" reply="97" id="3237440"]Quoting Kongdej, reply 93 Quoting ddd888, reply 92regeneration not working in tactical is a huge nerf, probably due though but maybe regen in strategic only make the enchant totally useless dunno Gotta be more powerful than now if it only works on the strategic map in any way, that is true. Sincerely ~ Kongdej yeah but how? the problem is just the purpose i
[quote who="Heavenfall" reply="1" id="3236989"]Seriously, I often don't have to do anything in that rat quest. The encounter is a chance or something. Sometimes there's a corpse spider there (a very difficult foe) but sometimes I can just collect the club for doing a bit of light travelling.[/quote] Looking through the files there are actually 2 quests. quest_ratsintheruin and quest_ratsintheruin2 I agree that 300 gildar is a bit much
[quote]Added lots of new early game common items so there is a greater variety of stuff to find, Trog Blood, Quendar Wine, Bottled Fire, Recall Scroll, Wellspring Scroll, Despair scroll, Dark Candle, Enchanted Collar, Fireball Scroll, Pariden Wine, Ironeer Ale, Prismatic Potion, Curse Scroll, Rusty Helmet, Rusty Curiass, Rusty Greaves, Rusty Vambraces and Rusty Boots[/quote] Always saving the best addition for last... I don't knwo why this makes me happy... especially the Rusty it
It would make mites a mite bit stronger too.
[quote who="Frogboy" reply="86" id="3237044"]While WOM had a different game team from our other games, FE is the same games team that made GalCiv:TA plus new additions. I can't say I agree with the original poster, particularly with regards to our development process. We have a traditional QA/development process in addition to having public betas. The public betas help us make a better game. And we appreciate the feedback we get. But something like 87% of the a
[quote who="cardinaldirection" reply="46" id="3237075"]Quoting KingHobbit, reply 45 One of the things I don't like about trained troops. You can upgrade armor and weapons as they progress, but you cannot upgrade unit size. So if you have units that you have cultivated through the game, and have increased their armor and weaponery as needed, they still cannot add members. Agreed, an option to upgrade the number of troops in a stack (as the appr
[quote who="cardinaldirection" reply="15" id="3236948"]The sea at its core is just empty land, with the cliffs and simply a passability toggle restricting movement upon it. The proposed new Water-walker trait would merely grant access to these water tiles, similar to flight permitting movement over mountains; which although I haven't experimented with yet, I imagine the AI is handling itself ok.[/quote] We can change the passability of cliffs through some modding right now. I thin
There are already an indication where one can intersect beach and water for rivers end. Each rivers end that is on a beach could be the tile resource natural harbor. They already have xml code in place for a river to end at a beach with a specific tile. So, it would be easy to build this natural harbor resource like I suggested and then deal with it as a resource. For the transportation of units across the sea is a rather AI nightmare, and the only suggestion to fix this nightmare is
Sounds like this can be fixed with a floor function.
[quote who="Lord Xia" reply="8" id="3236655"]So what are you doing with HP? HP should have a higher base and a lower growth than they do now. [/quote] Via the change log for .981 they have Changed hit points from 4 (base) + 4 (per level) to 6 (base) + 2 (per level) so a few levels don't make such a dramatic difference
thanks... it was late.
Very nice. I like the ideas that you present here and the goal of what you are trying to achieve. By this description alone I am very excited for the upcoming game.
[quote]I received an Ignys bow from one of the quests I completed, and I wanted to give it to one my Henchman (A standard Torchbearer). I can pull up the trade screen, and succesfully trade and equip several different melee weapons and shields. However, when I trade the bow, it disappears from the champion who was holding it ... but does not reappear on the henchman's inventory. I reloaded from autosave several times to test it out. The bow just disappeared into lalaland. (it didn
[quote who="UmbralAngel" reply="17" id="3236466"]I think the main AI change you could make is that AI controlled units need to stop attacking adjacent units exclusively and run around to get at your weaker units that are hiding in the back. Currently it is way to easy to rotate weaker units or to keep archers safe in the back. [/quote] Agreed I did game the AI unintentionally by having my pioneers in the back and the AI couldn't get to them, they ignored my other units. I
If you are building an object and "shift + left mouse click" anywhere on the map, then the city info panel goes away, although the build menu is up. I'm not sure if this is intended feature or if it was unintended. I would point out that this goes a long way in building a city, but in order to bring back the city info panel back you need to be done building. I would prefer a hot-key to remove the UI and still keep building, that same hotkey bring back the UI instead
"Your majesty, ever since my parents were murdered by the syndicate, I've been on my own. I would never have made it , if it weren't for you 'Bill'." or "Your majesty, ever since my parents were murdered by the syndicate, I've been on my own. I would never have made it , if not weren't for you 'Bill'." Good catch on the grammar typo. But
[quote who="Tuidjy" reply="13" id="3236373"]There are quite a few completely different kinds of kiting. I see at least three types: Mage kiting with spells - mana costs should take care of that. Archer kiting with a bow - have limited ammo. Fighter/assassin dashing in and out - have an automatic attack against anyone breaking out of melee. And for everyone, have regeneration unable to heal more than N times your health per combat. Once it has run out, flash a message "Your
If you move a champion past a quest location and the champion stops there because of movement end, the dialogue displays No dialogue should display, if you don't intend to stop at the location (this goes for any unit as it can be quite bothersome). If you would like the save where a hero is set up to do this let me know.