I think they should have a city pane just like the one we have for enchantments. the city pane would then list all of the buildings and their bonuses and it would have a destroy button next to each building in the list.
askjosh
[quote who="StevenAus" reply="31" id="3081142"]I successfully managed to complete a Large map, and explore all the land area, and barring some errors when capturing cities I was able to play through to the late stages, and the saves did not become corrupt. This is on a Win7 64 bit Pro system with 4GB of RAM. I deliberately avoided the Arena quest (which gives Legendary Weapons) and the Quest that gives Legendary Armor, as these corrupt any save games after getting the techs unlock
I totally agree with the way this is going and would like to give my ideas on how to make this work. All units should have a Siege trait that you have to choose when designing the unit. This trait would be required in order to attack a city and the trait should not be learn-able by the sovereign and his/her hero's. This would be an easy way make it so that you cant just take on a city by yourself, also as long as at least one unit with the siege trait is stationed ins
[quote who="Stupidity10" reply="5" id="3080140"]There should be a flee ability for assains that just removes the assasin from combat. With some kind of condition (Higher movement than enemies) or multi turn cooldown.[/quote] I like this idea
that would be awesome if you could spend capitol resources to hire spy's thus allowing you to see what the enemy is doing and then you could pay to have buildings sabotaged
Looks great :-)
Yay I want .78 now :-) on a side note Steam is having a sale on Skyrim so I think I might finally buy a copy which should keep me busy until .78 is released
[quote who="Anglophile" reply="28" id="3077177"]I have had the game for two hours and have had four crashes, the last of which locked me out of the game (but the solution for this appears to be in this thread). I have no zip files to append, nor really at this crash rate do I have any intention of spending 50% of my playing time sending error reports. I do have one debug.err file in my 'My Games - FE' folder. I have the latest beta and running Windows 7 on a high end machine. I have n
[quote who="unacomn" reply="5" id="3075891"]And the sovereigns are actually the missing primarchs.... wait... ... MOD IDEA! [/quote] LMAO
I can confirm this. I had it crash on me as well when i tried to edit the Drake. To fix this i would suggest disabling the ability to edit drakes and other special creatures. they are already pretty good as is
Dont agree with the 1st point, but I do strongly agree on the second point.
I really like some of these suggestions. if they are not implemented in the base game then I hope that they can be modded into the game
I think Frodo the mask should instead have a 50% chance to escape from combat when his health falls below 50% if successful then he disappears from the tactical map. If his escape was successful then he only gains 50% of the experience he would have received at the end of combat if the rest of the people in your group win the battle. if your party lost the battle then he does not gain any exp at all.
I normally would not post stuff like this on a game forum, but I thought that some of you mod makers might find the applications below useful and you cant beat the price :-) The information below was copied from slickdeals.net Daz3D offers 3 Free Software
[quote who="BeardyDan" reply="18" id="3073614"][An Inn on Elemental] Villager3: Yea, I was in the reserves! Bard: Wait! Stop! Villager2: Lets do it! Bard: NO! [A terrible sound of cracking bone as the 3 villagers are flung in opposite directions to crash into the inns walls. All three land in contorted piles obviously dead.] Innkeeper: What happened! Bard: The curse of Legaceez! They became
[quote who="Urrumi" reply="16" id="3073430"]Discipline (+1 str / level) should be an ultrarare trait. It's gamebreaking.[/quote] agreed especially when you get your character upto level 20+
[quote who="mqpiffle" reply="11" id="3073366"] Quoting seanw3, reply 7Assassin should get it from multiple strikes, poison, crits, initiative, and ignoring armor. So many interesting options. Backstab, flanking, sneaking...[/quote] I think that if you choose path of the assassin then daggers, throwing knives and bows should get their damage from dex instead of str. this way you can pick path of the assassin and make him into a viable mele or ranged atta
While I am eager to get new updates for the game I will say that I am having an absolute blast playing it right now in the games early beta form. granted the game does crash more than it should but that is nothing new when your playing on a map with a dozen hero's, 30 cities and over 100+ units in my army
2, 4, 5 6, and 7 are obvious and should already be high on their list of stuff to get done
good idea but this should be a final polish item. as in once the rest of the bugs are killed and they have time then do it.
[quote who="Stupidity10" reply="2" id="3072517"]Someone suggested that too stop you from killing all passive champions that arn't your own faction that they should have small armies protect them. That would work vs monsters too.[/quote] I like this idea as well. personally i think there should be a high level tech in the research tree that would allow you to speak to the other factions champions that have not been claimed yet and sway them over to your side :-)
[quote who="CdrRogdan" reply="37" id="3071462"]@ Guryon given that mana is a limited resource and cliking the 'attack' button is not, I do not see this as a fair balancing mechanic. Also units and buildings constructed are limited, and I don't want to encourage the idea of repeatedly putting useless military units in queue to be disbanded for the purpose of leveling an administrator. That said, I don't see why administrators couldn't come with a +x xp per turn w
The AI can and should be improved to a certain degree. I think that AI archers should coordinate their strikes so as to inflict maximum damage on my army. If my army is full of ranged fighters then the casters on the enemy side should be casting buffs that reduce damage from ranged attacks and if I have a strong mele based army then they should cast buffs that increase the def of their troops, and debuffs that slow down / weaken my troops. If i have strong casters in my group then t
sounds like a good idea :-) I hope the devs are listening
Sounds like it could be a lot of fun :-)