You can raise land to cross water. I know it's no ideal but it does work.
DsRaider
I think you could have saved yourself a lot of trouble and taken that young ogre at the beginning. One or two flamebolts and a hit from your golem would have done it. Also I noticed you don't bother to get first strike much, I find it makes a huge difference.
[quote who="Bellack" reply="16" id="3140170"]It's called challange. And yes the stratagy does work and I have done it many times. The thing of it is that you can't sit on your butt and mash the next turn button building up your empire with impunity like you would if you started the game in a nice spot. You will have to strike and strike fast. You have to take more chances because you are fighting for your empires survival more so than if you had a prim piece of realistate.
[quote who="momosa" reply="13" id="3140125"]Is there any sort of plan for ships and other vessels in future?[/quote] Nothing concrete, although the devs have mused about them a bit. We might see them added in a patch a few months after release and if not then in the next expansion.
Ya one thing I didn't mention, because it wasn't new to this patch, is how good the AI is at leveling their champions. They almost always have 2-3 levels on me, although I can even it up with good use of equipment or spells.
Here you go a obligatory shot of my starting location and the new Arcane Monolith. Pretty cool looking, although I personally find the crystals underneath to be overkill. Started 4/3 spot beside a river with bees, this is a Hard game. Monoliths are so intimidating that I can't help but feel they should do something extra, however they are pretty useful as is.
-0.911 -0.92 -0.91.01 -0.912 Can't make up your mind? [e digicons]:D[/e]
[quote who="Bellack" reply="8" id="3139629"]Yes it does. If you start out in a 3/2 with no apparent room for expansion then you have to adjust you stratagy which means take from your enemies. [/quote] Who have a way better start then you? So they have more cities, higher population, much more production, not to mention the defensive stat bonus and militia. As far as strategies go that one is pretty bad. If you feel like handicapping yourself that's your prerogative and you can set
lol he changed it again.
Does it actually add more time though? I think someone said that it only looks like it does but you can actually build other things at the same time. Either way it is confusing and shouldn't show up in the queue.
911 patchlog https://forums.elementalgame.com/422890
From 911 patchlog. [quote]+ Captured cities give an Occupation unrest penalty if you arent the player that founded them. This starts at +50 Unrest, and after 20 turns begins to drop 1 per turn until it hits +25 where it stays. A player never has an occupation penalty from a city he founded (if he retakes it)[/quote] This will certainly prevent players who capture a city from gaining an immediate boost to their economy anyway. It also makes captured cities worse then ones you b
[quote who="Sethai" reply="65" id="3139372"] Am I really supposed to have a level 15 sovereign before my troops have chainmail?[/quote] Exactly, throw in the fact that it is also possible for that level 15 champion to have pieces of platemail and uber powerful magical weapons and you end up with some seriously warped balance.The ability of champions to level and acquire equipment needs to be slowed. Also a lot of equipment could use a nerf, champion equipment only has to be a little b
I wonder when they will release this patch? I hope it's soon!
[quote who="DragonRider862" reply="53" id="3138985"]I'd say that a very big part of the problem with sovereigns/champions is the way magic progression works. It's kind of crazy. The only thing you need to do to get more spells is to pick new ranks of the spell school when you level up. The difference between rank 2 in an element and the maximum rank of 5 is potentially as little as three level-ups (in practice it will be more, since you're unlikely to get the option every single t
I love random events. When I get around to it I want to mod in a Ice Age event that spawns a bunch of arctic terrain and ice monsters. Maybe a Demon invasion, Mite infestation, or a Falling Star event that spawns a random really good treasure with a guardian as well.
I didn't actually try with GrasslandsEnvironment because I assumed wouldn't work with an environment, however it does use the TerrainType> tag with environments above. Unfortunately it didn't work, even with the GrasslandsEnvironment the spell can be cast anywhere. I also tried Fertile_Land but th
You mean a custom faction. Race is something you choose when designing a custom faction.
[quote who="Sanati" reply="2" id="3138828"]If there's not a lot of randomness than every match would be more similar/boring. The system doesn't encourage reloading, it encourages making due with what you have and adjusting your strategy for each game. If you sit there and spam ctrl-N or whatever until you get an ideal spot, then that's your prerogative but it's not what I do and I don't want an identical vanilla start every single game. If I have to deal with a 3/2 start t
I have looked but I can't find tags for it. Can you make a spell that can only be cast on tiles in certain environments? Not terrain but environments like Grasslands or Dead.
Started a small game on hard difficulty with 3 hard AIs. They were Tarth, Gilden, Roseln, and I was Magnar. I modded in some of the .911 changes like the Sov hp and Stoneskin nerf. I restarted the game a few times because of bad starting locations. I think there is to much variance between possible city locations. A range from 2/2 to 5/5 is too much, it encourages
Yeah the mountains in FE are a little weird looking, some of them should be a little less round. The current stamp system would work great for adding ruins to the game. I think they would really help with making exploring the world a little more interesting. Nothing too complex just a few patches of cobblestone terrain with some crumbled walls, buildings, and vegetation on it. If the world was destroyed in a cataclysm there really should be some ruins around to show it.  
[quote who="Naidrev" reply="39" id="3138060"]I agree that the main mob should always be on their lair, with lesser monsters spawning from them and moving about the map. By increasing the difficulty of the main mob, this would also make it more difficult to clear out areas of the map completely. As it stands now, this happens too easily and too frequently. I should not able to march my army through the wilderness and never have to worry about monsters in that area again.[/quote] Exactl
[quote who="Horemheb" reply="19" id="3138173"]The unrest idea is a nice step forward. I trust some factions will have bigger penalties, other smaller. It still does not address the steamroller problem though. There is still nothing to stop you from leaving the city empty and continuing the steamrolling. Maybe a city which has a high "revolt" percentage will need garrisons or you risk a total revolt (the city will join another player)?[/quote] It will slow steamrolling down
[quote]+ Captured cities give an Occupation unrest penalty if you arent the player that founded them. This starts at +50 Unrest, and after 20 turns begins to drop 1 per turn until it hits +25 where it stays. A player never has an occupation penalty from a city he founded (if he retakes it).[/quote] [e digicons]:inlove:[/e] Thanks for all the hard work! [quote]+ Added additional AI faction-trait "civilized" who are more inclined to build up cities + Other types of A