Michael_Zett

Michael_Zett

Joined Member # 3574468
84 Posts 118 Replies 385 Reputation

And another one: Received an "enemy in your territory"-Icon on the right side. This enemy was then attacking me. After I defeated them, the icon was still there. Clicking on it removed the icon.

1 Replies 2,769 Views

It's the broadsword quest. it states that the hunter does not have the money but you take the sword instead. I think what they miss telling us is that the hunter doesn't like that and attacks or something.

13 Replies 8,890 Views

Here's the dump: https://dl.dropbox.com/u/6141154/EFE/FallenEnchantress0_915-2012-06-05T20-05-33-277.zip Here's the AutoSave: https://dl.dropbox.com/u/6141154/EFE/AutoSave.EleSav After the battle against the spiders, the game crashes in the next few turns sometimes for sure.

0 Replies 2,416 Views

very good post. diplomacy is a part of the game that should be improved.

2 Replies 5,233 Views

Look at the picture. The catapult sprite is not where the catapult really is but 3 tiles "south". I think I did the following: Clicking the catapult button but then using the right mouse button and then initiated a normal attack and perhaps some hectic clicking to revert my decision. [e digicons]:grin:[/e]

0 Replies 2,748 Views

[quote who="MisterAedan" reply="8" id="3158936"] 2) It is sometimes possible to do something on the strategic map while the tactical map gets loaded. That should not be possible. I have never been able to do this as a player, but AI armies do this all the time (even, sometimes, when supposed to be frozen by tremor). They get to complete their move and (in the most common example) destroy my outpost before I defeat them in combat. Extremely frustrating.[/quote] I think

10 Replies 16,164 Views

Some ideas (considering that tacical combat should stay fast): 1) The minimum you should do for placing the units on start is a heuristic that moves ranged and "weak" melee (mages, pinoneers) units in the second row and strong melee units in the first row (you just have to "look" at the weapons). 2) It is sometimes possible to do something on the strategic map while the tactical map gets loaded. That should not be possible. 3) Wounding a unit that prepares a

10 Replies 16,164 Views

I don't know how the ZoC on Outposts really work but here are some ideas/observations I made. 1. When hovering over the Outpost-Button I would like to see a preview how the ZoC changes if the Outpost was built on the very spot 2. When an Outpost gets razed I would like the camera to get moved to the place and not just get a "outpost in the north razed"-message. 3. Sometimes an outpost gets swallowed by another ones ZoC. I think in that case an undefended Outpo

0 Replies 2,412 Views

two attacks on a city with the second not beeing resolved happened for me too in 0.912. I didn't notice I could restart the application to go on. I wonder what the status of the second attack is in that case: did it never happen or is it resolved?

4 Replies 3,617 Views

One thing I noticed is that the auto-garrison one gets is not reduced in a captured city. I would change that because I think if they don't like to work for me they won't fight for me either. So the player is forced to leave a garrison as long as unrest is high or risks loosing the city to monsters.

16 Replies 5,066 Views

Here's the SaveGame: http://dl.dropbox.com/u/6141154/EFE/Turn_Off.EleSav I think it has something to do with the southern settlement. That has been attacked by Darklings in this turn, I battled them successfully. Then I think it said that the settlement was attacked again (by the bandits adjacent to it) but there was no combat screen. Also I was able to rename the bandit to Test. I don't think that should

0 Replies 2,111 Views

Ah, okay I read the solution in another thread: Deleting the Screen folder in Program Data. Did that, works fine. Now the "Govern"-Button has moved to the little map. So I think the screen cache gets not updated at all.

1 Replies 3,575 Views