Emperorjarin

Emperorjarin

Joined Member # 3775555
28 Posts 382 Replies 9,420 Reputation

[quote who="yankeefox" reply="9" id="3220668"]would groups of say three automatically start with the ability to kill 3, while groups of 7 would start with the ability to kill 7?[/quote] Correct. I really like this idea, though I think it'd be fine if spells continued to damage multiple units as is. I'm finding that mana is a very limiting factor at the moment, even with dense magic setting, and that (Death magic excepted), magic is in a fairly dece

36 Replies 23,805 Views

[quote who="GFireflyE" reply="22" id="3219031"]Zero exaggeration. I keep 'notes of significance' when I play my games (see my game threads). My jaw dropped when I leveled after only the one kill. The fact that it was consistence with the next hero I hired was even more concerning. I didn't think I had potential on either champ. Does Gilden start with potential? My city leveling was the biggest shocker though. Had sovereign's call cast, so I was gaining 3

38 Replies 13,669 Views

[quote who="marxeil" reply="10" id="3220528"]Its not 'right besides someone else's borders', its 'right inside someone else's borders'.[/quote] I really really hope that's a bug. In previous betas you weren't allowed to build anything within enemy territory, and this beta has been a bit wonky as far as where the AI can build outposts (sometimes they ignore minimum build distance as well). Building something

13 Replies 5,409 Views

[quote who="myosin2p" reply="6" id="3219962"]Is it possible that these outpots were built by two different AI, and that one of them was captured?[/quote] Even if that were the case, the AI should still not be able to build so close together. Human players cannot build within 3 tiles of any other outpost, regardless of who owns it. The AI should be beholden to the same rules.

7 Replies 1,995 Views

[quote who="Supreme Shogun" reply="21" id="3213805"]IIRC, the magic outpost spell has a mana upkeep. They will still have an advantage, but you could say mod that to 2 or 3 mana per turn instead of 1. That way it's not unlimited.[/quote] It's only a flat 50 mana cost, no upkeep required (same as with other outposts). Pariden outpost spam is already pretty effective once you get a decent mana income, and with the changes suggested by the OP, would m

22 Replies 13,418 Views

For basic walls, I agree. No matter how pacifistic your city is, in a world like Elemental, you're going to at least have some palisades up to try to ward off the darklings. I do think, however, it's totally fair to limit all non-fortress cities to only the most basic walls, allowing fortresses to fulfill their role as being the bulwark of your military, both offensively and defensively.

7 Replies 6,199 Views

I've been using medium maps, trying to stick as close as personal taste allows to the default settings during the beta, as I believe most people will start using default settings. Once the game's released, however, I'll probably play between medium and large maps.

70 Replies 38,987 Views

It's not a problem with the champ herself, it's an issue with the staff. Ranged weapons have had problems like this as long as I can remember, in one way or another. Hopefully they'll get to the bottom of it before release.

1 Replies 1,360 Views
Reply to Outpost AoE in FE Beta

I had assumed their AoE was their influence radius; 2 tiles for most outposts, 3 if you get the ZoC upgrade. It's quite easy to visualize from there with the grid turned on.

1 Replies 2,288 Views

There's a bug ATM where, if one of your cities is attacked by more than one stack in a turn, the second stack's attack won't go through, and the turn won't end. Not sure if that's what you've encountered, but I found that bug yesterday, and had to quit a fairly good game because of it.

5 Replies 5,515 Views

Another bug, that was mentioned elsewhere on the forums: if more than one AI unit attacks the same city in a single turn, the game will not register the second attack and becomes "stuck" (orders can be issued, but you cannot start combat and the turn cannot be ended).

2 Replies 6,579 Views

I definitely agree with you about staves, HF, but I think that a better fix for ranged weapons is to have two classes of bows: Shortbows, and Longbows. Shortbows would be much faster than current bows, while not quite as powerful. Longbows would be just as slow as current bows, but do more damage. Traits, IMO, should be focused more on giving your champion more interesting abilities like what Kong suggested.

21 Replies 6,723 Views

A simple fix for the Archery techs in this game, IMO, is having two bows per tech; Shortbows, and Longbows. Shortbows would have better initiative then current bows, but not deal quite as much damage. Longbows would deal more damage, while keeping the -8 initiative penalty.

9 Replies 7,112 Views

Your first city should always start with 30 population, but every city after that will only start with 3. The only thing that will give your cities more population is time, with prestige determining how many people you get a turn. If your very first city doesn't have 30 population when your sovereign founds it, that's a bug. Also, if Altar's second (or third, or...) city has more than 3 population the turn it's founded, THAT'S a bug.

1 Replies 3,962 Views

[quote who="UmbralAngel" reply="8" id="3169190"]How about all sizes are unlocked at the beginning, but the size depends on the labor cost? So if the unit costs less than 50 labor, its 9 figures/unit, if it costs 50-100, its 7, if its 100-200 its 5, if its 200+ its 3. I don't know exactly what the average labor cost/unit is but something like this would make it more interesting perhaps? This would be closer to how MoM did things.[/quote] I like this idea, act

11 Replies 8,249 Views

The issue with the map/minimap discrepancy is due to camera orientation. When your camera moves to face the northwest, for example, your minimap does not reorient to compensate. Not sure there'd be a good way to fix that without cutting other areas.

6 Replies 2,218 Views