1. I don't understand what this changes, I see no difference. 2. 48-53 3. 50 seems perfect
Heavenfall
Yeah, I don't agree with any of your suggestions either. Foremost, you don't really seem to be understanding some of the implications. Take the +1 constitution per level option. That'd give a champion several hundreds of extra hitpoints. Or +1 mana per level? That'd be the largest source for mana in any game, by far dwarfing shards.
Post a screenshot!
25 mana may be nothing in a long game, but it is a LOT in a small game. A quick tiny game can end in 200 turns.
You did notice it's not just the Powerful ability, right? Just by looking at XML for faction unit traits Lucky Quick Vulnerable Weak
Oops. Put up two new links to the same pair
Wow, I've played elemental games too much... I didn't even think about this for a second. But you're right!
Thought I'd give some lightning settings a try. In all tests effects were turned off, because sunshine made it impossible to look at colour between pictures. Testing without any AA, and outlines turned off: First, stylized lightning. As far as I can tell this is some sort of smoothing mechanic. With: http://i.imgur.com/S5SxL.jpg Without: http://i.
[quote who="Sarudak" reply="1" id="3059054"]What does intelligence even do for you anyway?[/quote] According to the tooltip when you hover over it: "Increases the experience a unit earns, its ability to resist spells and lowers the chance its spells will be resisted."
I had a quick look at the Powerful ability in the xml, and it says [quote] Player Powerful &nbs
To test this out, I created one custom Altarian faction with no faction bonuses. My trained units had 8 strength and 8 constitution. Then I created another custom altarian faction with the faction bonus Powerful. My trained units had 8 strength and 8 constitution, and the trait that said the stuff it does. http://i.imgur.com/8hheE.jpg It is difficult to tell, but I think this applies to the Yithril trait as well?
I agree, imbue champion feels perfect as it is now. Keep in mind just because you imbue someone doesn't really mean much. You also have to level his/her magic a lot. You can't just go around imbuing low-level champions and gain totally overpowered spells.
[quote who="StoweMobile" reply="7" id="3059426"]Ya, sorry for rage. When I won I got some awesome loots, and then crash. I cried a little. Also, now if I load that save game it crashes every time I try to save after that. 155 season in or so. I would submit reports, but I still can't find where they are going on my machine. -On a side note. I'm running on a 64 bit machine, with 16GB or ram, yet the game is using less than two. I know I read that it was supposed to use aroun
Very cool idea
There appears to be a fundamental deep design of the game behind everything in FE, exactly what was missing from E:wom. I'm particularly concerned about how the AI will handle spells at higher levels.
Here's a suggestion to improve the UI for this type of upgrade system. When I'm browsing unit designs in the unit designer, there's no way of telling what unit design has selected the "upgradeable" option and which unit design has selected a specific weapon. Take this Sentinel for example: http://i.imgur.com/fJnN5.jpg I have no idea of telling if that Sentinel was designed with the upgradeable option, or just told to use a
It's a bit confusing, but here it goes. I'm using two different phrases here. Unit design = the template you design in the unit designer. Unit = a trained unit that is using an unit design. Step ONE When you are designing a unit, make sure that you select the Upgradeable option. It is the last one, with a green arrow pointing upwards. In this picture http://imgur.com/AbKz9 I have selected the option t
[quote who="Kamamura_CZ" reply="1" id="3059442"]There is only one solution to your problem - you have to kill your flatmate before he kills you! Then you will have all the bandwidth for yourself, with all the FE goodness flowing to you with full speed![/quote] I agree with this conclusion. I also know a guy . Send me a PM for details.
It takes the stuff from the surrounding 8 tiles and pools it into the center tile display. So when you hover over settle, you see all the options where you can settle, and you also see what you will get from settling on those particular tiles. You don't need to do any maths in your head. If a tile says 4 grain 5 materials, you'll get 4 grain 5 materials in your city. And those are TECHNICALLY gathered from that tile and the 8 around it. Taking these yields from 9 tiles instead
They SPECIFICALLY started open beta to find out bugs and crashes. No disrespect to you, OP, but I think it's GOOD that you're crashing now instead of at release when the product is supposed to be finished.
I'm getting corrupted downloads as well. They just end before they're finished, with no real warning.
My gums are bleeding!
I really like the idea that we can clean lands out, ie no more monsters spawn once we kill everything. But it also means there is a very high need of having a scaled difficulty of monsters. I guess that's where wildlands come in. We start out clearing the monsterhuts, but the wildlands are far more difficult than the average monster.
But it is not unreliable. It is reliable, but not perfect. I'm sure Frogboy understands the self-fulfilling prophecy issues of measuring multiplayer in E:wom.
And still, it is the most reliable information available. What information would you rather he base decisions on?