When you are designing a new unit and you click the up-arrow thingy to make a weapon of piece of armor upgradeable, the arrow stays highlighted and to tell what the unit will get you mouse over it and it tells you. Ok so far. Call the unit up later to upgrade it (different sense of the word "upgrade") and the up-arrow isn't highlighted, the item it will use is highlighted and there is nothing to indicate that it is upgradeable. Personally, I think it should highlight
LordCobol
I often see dead armies remain on the screen until next turn, so I am conditioned to ignore armies that appear to remain on a square after I have attacked and killed them. Decoys. But I also regularly see and 2nd/3rd/4th (etc) army on a square go invisible after I kill the first army on that square. Steath. And especially easy to fall for because of all the decoys. A bit or guesswork long-distance debugging -- if there's a piece of code somewhere that goe
In tactical combat, units often step onto or even completely across the grid line. Makes it harder to target them and makes no sense. Not a high priority, but it it would be nice if they would stay in the box.
It's been mentioned in at least 2 threads, both have fallen off the recent pages and are effectively invisible (one was mine)
[quote who="Sarudak" reply="25" id="3106381"]And I don't like explicit evil/good. It's so cliche and ultimately uninteresting[/quote] Yep And I don't identify with evil. Haven't played any of the evil races in WoM or FE, and probably never will. So it limits my play choices. But good/neutra/evil is a little better than just good/evil.
nothing special going on. XP 32 bit debug.err http://dl.dropbox.com/u/8928343/debug-86-move.err crash zip http://dl.dropbox.com/u/8928343/FallenEnchantress0_86-2012-03-11T17-22-25-109.zip
I play large map (and wish it could be larger), with 8 or 9 players. Instability is more a a problem than speed. Don't recall how many turns. This is with xp 32 bit, 3gb ram, core-2-duo (big upgrade likely in a few months). I expect that the current rig would get less benefit because it has only 2 cores.
Once I recovered from my Xia-induced laughing fit, I agree with OP. And I think it has been requested before.
On large maps I got great mill in my last too campaigns, at challenging & hard. No cities except what I capured though, and focused on growing my capitol. Consider this an endorsement to replies #1 & #3.
I've seen it too. Since pandemonium has the same cost as chaos, once you get the former the latter is pretty pointless.
agree My units also sometime detour slowly around my cities instead of zipping thru them.
They needed to do SOMETHING to stop whichever caster moved first from nuking the other side in one shot (and allow counterspell), but I'm not in love with the current approach. How about... 1: Make all spells 1 turn. 2: Make "counter spell" block the NEXT opposition spell or spells, like MoM's "counter magic", as Rhadagast suggests in reply #6. 3: Nerf whatever spells need it by some combination of (A) reduce the damage radius, (B) make the damage not i
[quote who="seanw3" reply="18" id="3100900"]The city problem is because for some reason they hardcoded 18 units as the max for battles[/quote] If by "city problem" you mean the magic staff running away problem, I've seen it happen when there were nowhere close to 18 units in a game. I've also worked around it by loading a save from just before the battle, selling my champ's magic staff and using the money to buy sword, shield & armor for him, with no other change
[quote who="tamides" reply="7" id="3100425"]A mini patch fixing flame and ice staff units from automaticly leaving a city that is attacked[/quote] yes, please
My pathetic attempt to get old games to play in non-widescreen instead of fat-face was to get a new non-widescreen monitor about a year ago, and go dual-monitor. Sadly, most of my games don't give a choice, but insist on running on the primary display. If new games like FE would be enhanced to offer that choice I could make the non-wide screen the primary and the old games would work, but as it is now the 1-wide 1-narrow setup is no better than 2-wide would be.
So I guess its income-tax time this weekend
Only way I know to kill him is spells that target automagically, like "storm", which hits a "random" bad guy with a lightly bolt. "Random" gets a little less random with only 1 target :) Any other ways ?
Now (later in the same hard-level campaign) I see that a recruited unit with magic staves also skips city defense. I attacks outside just fine. No units without ranged-attack magic staves skip city defense (haven't tried archers yet). Campaign over. no crash, so no zip -- that crashing sound you hear involved my monitor and the wall :( debug.err http://dl.dropbox.com/u/8928343/debug-skip.err
debug.err http://dl.dropbox.com/u/8928343/debug-DEP.err crash zip http://dl.dropbox.com/u/8928343/FallenEnchantress0_86-2012-03-04T20-27-11-640.zip XP sp3, 32-bit, with data-execution-prevention set to block all programs -- not the default but its the setting I think everyone sh
Early game I got a Hailstone Staff and gave it to a hero who is defending one of my cities. But when the city is attacked it ALWAYS acts as if he wasn't there. He's not on the combat screen, doesn't get any XP, nothing. This is on "hard" difficulty, and hard enough without champs skipping out when I need them :) Its the staff, not him. If I sell it and buy other stuff he defends the city just fine. But also, if he and the garrison
It seems broken another way in my current game -- I move onto the arena and nothing happens :(
Well even with this (and I think I've seen it too), the detail map is still a model of accuracy compared to all the missing mountains on the cloth map.
debug.err http://dl.dropbox.com/u/8928343/debug-move-unit.err crash zip http://dl.dropbox.com/u/8928343/FallenEnchantress0_86-2012-03-03T17-11-22-781.zip
If you have 4 rookie soldiers in a fight, they will all learn something about what its like to be in a fight. Total experience gained would be more than if only two guys were in the fight.