So.. on the topic of the AI completing impossible quests I am not convinced they always succeed. That is to say they make the attempt and regardless of the success or failure, the quest is removed from the map, and no ill befalls the attempting AI. If I had to make a wager, I would say that the AI doesn't even participate in the quest at all, it just rolls a dice and succeeds or fails. The fact that the AI is not wounded for completing quests aside, the computers ability to remove
CdrRogdan
I'm not sure if this is the case for the normal game, but during the campaign, when I autoresolved my character was able to use his +100% damage ability every round (the daze effect didn't occur) and when autoresolving against air shrills they used lightning every round. My guess is that cooldowns aren't taken into account during autoresolve, as well as the side effects of some abilities.
It takes zero turns for the numbers to increase when they earn the new units (they start at full health). In any case, I just wanted to confirm that demons do not recieve new units when using auto resolve.
The yrithril race does not prevent ranged attacks (the thing that gives juggernauts). The faction trait for no ranged attacks was simply a very poor design choice in faction creation. The ythril race is what should prevent ranged attacks, otherwise anyone with half a brain will simply make a custom faction without it and have the best of both.
I was referring to mauls and doom mauls. Maces are fine. The wieght on mauls restricting gear and the initiative penalty inhibiting movement not withstanding, the damage is half of same tech weaponry. But whatever.. I did find a bug though. Masterwork chain is available at armor tech, instead of chain being available at armor tech, and mastework chain at heavy armor tech.
Is your weapon balance chart up to date? (I admitedly haven't downloaded this yet, as I'm dealing with crash related issues). There are a couple things that strike me as incongruent with your explanation file. Notably that shields are a counter to bows (they don't list any sort of range defense) and that slow heavy weapons are supposed to be powerful. Both the maul and the doom maul list their damage per hundred rounds as lower than same tech one-handed weaponry. Are some
Wouldn't it be better to remove the bonus point from weaknesses and instead give them their own curses and benefits?
..... Stop trying to fix the wrong problem. Unless you are Altair, prestige is pointless. At the early game even small ammounts of prestige is enough to fill your cities to the food limit. During the later phase of the game, 20 prestige is unlikely to net you more than 2 growth per turn - out of 800 possible food. This forces a very annoying micromanagement mechanic - spaming outposts and consulates. The problem is part A: Initial food is too low, and part B: Prestige does not scale i
Or.. and stay with me here.. you could use influence to purchase civic tier units and buildings as if it was some sort of resource or something.. that you could see in your top panel where resources are listed. Crazy!
I'd like to see spells tied to technology, with a few automatically provided regardless of spellschools, while several are granted only if you have both the technology and the appropriate school of magic. For example at tier 1 research (lets say trinkets since you can't start with it) you get an inspiration type spell that doesn't scale. A bit further down the tech tree (tier 2 or 3) if you have water magic you also gain a research bonus enchantment that does scale.
Sean that has blasphemy written all over it. God was always an omnipotent sadist. There was never any 'before'. Also, what do you mean that heroes can stack for no penalty? Is there still code that lets you make heroes not count against each other in a group? And on the topic of what can you change.. I've noticed that spells become available at certain tech levels.. but I don't think I've seen any with a spell school pre-requisite as well. Is it possible to ma
I would prefer to see slow changed to a cold damage over time spell that had a static reduction on initiative (-25%) and a scaling amount of damage based on shards and/or level.
The more I think about this, the more I simply have a distaste for the fact that armor can be ignored. It might be easier to simply include elemental damage with the attack/defense formula and modify it (before running the numbers) for different armor types. Fire against leather, cold against chain, lightning against plate. In our ashwake dragon example we would have 6 attack with 50% bonus damage. So 9*9/(9+40?) = 1.6. Our mages would do a little better than archers, but not by
Leeroy clearly you have no idea what you are talking about. Building a staff has a crystal cost of 3, building a fire/cold ring unit has a crystal cost of 2. If you can afford to build spear units with cold rings, you can afford to build a group of mages. Though the reality is that if you wanted to defend against mages, belts of precognition would provide more defense. However whether your basic spear unit can kill that basic mage unit isn't the issue. The issue is that rega
I agree HeavenFall, Sean is awesome. And Kongdej has the right of it here. The game shouldn't be released with the expectation that modders will adjust the game to make it fun to play. The base game needs to be capable of standing up to criticism on it's own. Currently it doesn't.
When targetting a unit only thier base dodge subtracted from your accuracy is listed in the little tooltip on the bottom right. Any ranged dodge from items or mounts is not included.
Confirmed. Magnar did the same in one of my games, and even though his faction was illiminated, his actual unit was still standing around for one final stomping. Intended?
--- > Using a magic staff does not restrict armor choices! Err to answer you kongej I didn't meant to add another stat or require a bypass. I honestly hate the way that resitance works.. but it's not just magic staves that are the problem. Building a group of lightning hammer troops or heart of fire archers all have a means of completely ignoring defense. Spell mastery and spell resist could work like attack and armor.
This bug is still present!
This bug is still present !
This is the wrong forum for this - you should move it to FE Beta, as FE support is for bugs. I agree with this though. I just killed an ashwake dragon with rank 1 cold staves. In fact, the arguments against how rediculous this is are rediculous themselves. Wear a cold cloak and cold ring? What if they are using fire staves? Not to mention you would have to best your opponent a great deal in research to obtain cloaks at the same time he has staves. And even if that was possi
Ugh.. well that took hours to find out I was wrong. I could have sworn I saw it show up on the leveup screen... This is possibly a balance issue, but it's not a bug. I'll move it to the appropriate forum.
Experience for levelups is exponential, and having multiple heroes doesn't hurt your effectiveness. What does hurt your effectiveness is the limited equipment. Gear that you find is typically much better than anything you can purchase (assuming you can even afford the exhorbant fees), but you will rarely find enough to completely outfit more than two champions making any additional champions wheat for the scythe. The secondary reason that you might not want to group all your
When you actually get rank V fire magic the tooltip shows that heart of fire is one of the unlocked spells, however the spell is available to the player with only one rank in fire magic. Edit: Ignore what I posted there.. I must have been on acid or something. In any case, this is possibly an issue with immediate unit strength. Additional damage to troops scales exceptionally well, as should be apparent by the incredibly small increments in weapon damage. This wouldn't be so
Well if the code is incredibly complicated then there must be a few lines missing in it, because the monster behavior has so far been rather simple and easily manipulated. The 'code' so far is, if a montser is released from a lair, target the nearest -player- city. Enemies have gone completely accross the map to target my cities when an AI released it. Also the monster AI is easily manipulated. Build a unit and stand it two tiles away from the