In my opinion, this isn't a gameplay issue. This game is about competing for resources and territory! You SHOULD have pioneers ready to go once you clear a wildland. And if the enemy takes resources you thought were "yours," declare war and take their resources! I think the problem is that you are just getting out-expanded by the AI - consider your strategy/difficulty level. AI's with the "Expansionist" AI trait will spam pioneers. If you're playing a
davrovana
Ahriman- If messing with settings, or downloading a mod, is an offense to you, this just isn't your game. There are a lot of other strategy games that might be up your alley. Ask for recommendations here or elsewhere. I agree that this game does not hold your hand in a lot of ways other games do (and maybe this one should), but is most certainly FUN and PLAYABLE to other people as it is. If after all the feedback you've gotten here, however, you're st
Give assassin the option to dual wield one-handed weapons, problem solved.
In the custom sovereign xml file, there is a trait "AI Military strategy." Any one know what the choices are besides swordsman, archer, and clubber? I am assuming these mean what type of equipment the AI prefers. Anyone know how to make it prefer a mage style: magic, staffs, and robes?
[quote who="thadianaphena" reply="4" id="3337284"] It would be great if the game would let players save formations.[/quote] This! Anyone remember Final Fantasy tactics? There was a pre-battle screen where you'd set up your army, not knowing what you would face, but able to form up based on expected strategy.
" Economics of trading are absurd Why should opponents demand 1/3 more for the same technology? Long ago humans discovered that money was the best way to express value of assets. Find an economics graduate school major and have them design a system. They could write a thesis on it." Down at the used car lot, no one cares about economics. Everyone involved in a transaction wants to get a 'deal.' When one party
Also, the tech is in the civics tree. Deliberately, no doubt. An alternate "win" condition for those that emphasized general research over warfare/magic (Spell Of Making requires intensive magic research to get to early)
Blizzard/fireball spells. Pull Of The Earth. Dragon fire. Shockwave. Thunderstrike. Sweep. All of the above could punish swarming units for grouping together. Doesn't the axe new ability let you attack an entire swarm?
I think the points are like the units of research you get every turn. Each tech has a research cost at that given moment of the game. Your research per turn fills up the bar until it is done. If you get tech points from another faction, you'll see a tech in the corresponding tree fill up a little. Some of the research is done for you. The problem is that they are distributed randomly. You'll get civ/warfare/magic progress, but you don't know which tec
In my games, military might (# of units and their strength) seems to be the highest determinant. Economic capacity definitely moves the needle, though, as I have seen mine climb when I expand rapidly and build up the bell and whistles of cities (non-military). Since a military requires $ to pay wages, perhaps gildar income per turn has heavy weighting.
Predictability is the enemy of fun. Random events are always welcome in my book, especially if they make the game harder. If anything I want more random events, more often.
Tornado is a game-winner. No army can survive being completely separated then defeated one at a time. If you have 5+ air shards it also does good damage, making it downright unfair. On top of all that, you can cast it outside your territory. Mantle Of Oceans is almost as powerful if you've been cultivating mage champions. Sacrifice at Death 5 is really useful in a pinch.
Anyone ever seen the AI get dragons? I swear I saw an AI building a dragon camp on a lair, but I defeated him before it could finish.
Naidrev- Propaganda does work as written, in my experience. 2 gildar per essence is added to the city's gildar production, then the tax rate is applied, just like merchants, markets, etc.
Temple of the dragon is placed on the maps Curgen's Domain and Crucible (Crucible has 2!). Only time I have ever seen them.
Can someone tell me how exactly you kite with potions? Never done it, don't get it (not that I'll start doing it, just curious.)
HOW TO REPORT AN ISSUE: https://forums.elementalgame.com/415301
Had this issue for a while. Sometimes when I first load the game, it will crash on save. Interestingly, if it doesn't happen on the first save, then it NEVER crashes on save for the rest of the play session. I find myself not wanting to quit, lest I gamble with save crashes next time I run the FE application! Playing FE v1.32. I have had this issue since FE v1.2, maybe before. Crash on save report A https://www.dropbox.com/s/ephxpxeutb96rbw/Fa
I just wish ships and islands would spawn in random maps...but that is probably complicated.
Sanati- That's just sexist. Can't you put us dumb warriors lugs to use on the battlefield as cannon fodder?
Gamer entitlement? My guess: "FIX IT NOW STARDOCK! HOW DARE YOUR GAME HAVE BUGS." or "I AM PUBLICLY ANNOUNCING THAT I WILL NOT PLAY THIS UNTIL YOU FIX [insert minor bug here], THOUGH LET'S FACE IT THIS IS JUST FOR ATTENTION AND I'LL BE LOADING UP THE GAME WITHIN TWO DAYS." or "WHY ISN'T THIS FIXED IT'S AN EASY FIX CODING IS SOO EASY LOL." or "A NEW EXPANSION WHY WOULD I BUY IT WHEN YOUR GAME SUCKS SO BAD YOU SHOULD
Frogboy mentioned post-LH DLC ideas here: https://forums.elementalgame.com/441355/page/1/#replies So I just want to be early in throwing this vote out... CHAMPION MARRIAGE/CHILDREN/DYNASTY DLC PLEASE! p.s. Any expanded items DLC is as good as pre-sold to me as well
I appreciate the work you guys do. But if it might help, I want to make it clear: Couldn't care less about shadows. I, too, instantly turn them off. I'd love to see you add more random events, more DLC, diplomacy changes...anything over shadows. That said, looking forward to what you make, shadows and all.
I like the current champion injury-death system. But wouldn't it be interesting if the assassin path had a high-level ability that allowed them to do a "killing strike?" It could have a high cooldown to prevent spamming, but if it hit it caused perma death on champions (not sovereigns). The Path of the assassin is good, but seems like it needs some extra differentiation (to me). The problem I see with this is if Altar's twenty henchmen all pick this abilit
OliverFA- I love Dense monsters. There's one problem though- you level faster, and late game is too easy. High level champions are already godlike, and late game lack of challenge is probably the biggest bummer for me in this game. I like scarce shards because it makes the spell-power monuments so much more significant, and forces you to specialize in magics you don't anticipate (you're forced to embrace the shards you find the most of). Mana isn't a problem for