[quote who="abob101" reply="15" id="3327141"] I don't get this thing where lately there's a few guys suggesting that reloading a game is somehow cheating...?? Who the heck are they cheating by reloading? If someone wants to reload a game for whatever reason then that's their call... no-one is playing their game but them. It's a rather derogatory term that I don't personally think is necessary.[/quote] Cheating in the Solitaire is s
OliverFA_306
Unless I am mistaken, some of the stamps included in the DLC are Wildlands (the ones used in the "Wildlands" map). Those alone are worth the $5. Having said that, I think that a new map pack loaded with many new stamps would be cool and add a lot to the game. BUT it should be advertised as something that improves random maps, and not just as a bunch of maps.
[quote who="Gid73" reply="16" id="3326691"] Don't forget the xp penalty when playing on huge maps. There is a modifier for all xp gained for each map size, I don't rememder the exact values (you can look into the xml from the mod) but I think it was more than half xp in comparison to a medium map. This is done because there is more time and more mobs to level up. [/quote] The only modifier that appears in the map XML is <R
I see your point. Logical and balaced are not always the same. Thanks for your answes :) However it does not seem very balanced that with -4 penalty, a 20 initiative unit gets a 20% penalty but a 30 initiative unit only gets a 13.33% penalty. Without encumbrance, the number of movements taken is 2 to 3, and with 100% encumbrance is 2 to 3.25.
As I said before, I had the same problem, and it was kind of random. But once I forbid the game for controlling anti-aliasing it got solved.
[quote who="willie sanderson" reply="2" id="3326276"] This is working as designed to give the AI player an advantage Also even wandering npc's and monsters an animals can do it too. This makes the player HAVE to DEFEND his territory instead of running willy nilly out there leaving his rear undefended or with very little defense. Serves you right now you'll learn to protect your rear. No "RELOADING" a saved game now to cheat. hehe[/quote] Realoading is the most powerful s
It is really a great game. And the best thing is that it is just the begining :)
Why would it require overhaul in balance? To me it seems logical. You are 100% encumbranced (I am not sure if it's said like that ;-) ) then your initiative is 50%, no matter which was its original value. Seems a lot more logical to me. In fact the current system is a lot more unfair, because if you have higher initiative encumbrance is a lot less of a problem for you. You can just wear a lot of heavy items and almost not notice it.
Each turn represents 3 months, a period of time too big for modelling any weather effect. Don't you think?
[quote who="Alstein" reply="22" id="3326642"] You'd have to research the appropiate tech and upgrade a horse resource to get access to an elite horse. Upgrading a horse resource would also cost horses so you couldn't rush it without trading. I'd love to see magical horses, maybe gained through quest, but that would require a tech being unlocked through completing a quest- and I'm not sure if that's capable via modding. I'd suggest not
[quote who="Alstein" reply="18" id="3326354"] What I'd really like to see done: [...] Horses become an upgradable resource, which you have to upgrade to various types of mount[/quote] You mean like "Horse" --> "Elite Horse"? Sounds interesting. But how would it work gameplay-wise?
Yes but with three heroes experience is divided by 3
It's a pitty. That would make really sense to do [e digicons]8C[/e]
And Jon Van Caneghem!
Soren Johnson? Civ IV's design is far better tan Civ V's design. In fact I still keep Civ IV installed in my hard drive. So... Welcome Soren Johnson! About 32 bits support... Thanks for remembering about us. I have an old 32 bit PC with Windows 8, and FE runs almost as fast on it as it does on my parents' new 64 bit PC. And yes, I have installed Start 8 ;-)
[quote who="halmal242" reply="261" id="3325295"] Why not make the unrest per city amount dynamic and can be decreased through techs. For instance we don't know what their thought is for the amount of unrest per city but it could be as high as 20 or as low as 5. If it started as 20 per city you would be restricted to a small empire to deal with the secondary effects. This could then be a "gateway", nice word to use for this devs, to add the ability to
I agree with athelasloraiel. This is the first iteration of a game. I would compare it to HOMM1 in the sense that what came later (HOMM2 an 3) greatly improved and expanded the gameplay while keeping the spirit intact. The same can be said about CIV1 to 4. Imagine how a future FE3 or FE4 (yes, I know it won't be called that way ;) ) will be. Just awesome!
I had the same problem. Here is how to solve it: In your Catalyst (the configuration program for the Nvidia card) you have to look for the Anti-Aliasing section. That section will probably say something similar to "let the game control it" and you have to change to "DO NOT let the game control it".
Didn't know that this Wiki existed. I don't promise anything, but will try to contribute [e digicons]^_^[/e]
Wow! You are awesome! Thanks for the ino Heavenfall [e digicons]^_^[/e]
Hi all, I am looking at the XML files, trying to discover what can and can't be done in the customization front. Right now I have not been able to find the place where the values at which a city levels up are stored. Does it mean it is hardcoded? Or is that I have not searched well enough? Thanks in advanced for any answer you can give me.
Oh, and by the way. I know it is already resolved, but just thinking about similar problems: Maybe you could add an additional step to solve it. Right now each city produces one "CityCount" which is a global resource not storable. Maybe you could have "CityCount" at level of cities and then each CityCount would produce a global resource called GlobalCityCount. Why do I say this? Because you have two "CityCounts", the one at city level and the one at global level. Maybe if you ad
One question: Is there a way to make it scalable depending on map size? I suppose the answer is no, but thought it was worth to ask anyway.
Just out of curiosity, where do you get the CityCount and UnitOwner_GetNumCityCount variables from? Did you see them at other code parts? Is there a reference manual somewhere? Or did you just made them up?