I haven't noticed this bug from countered units dying, but I have when I attack a unit stack with counter and kill one or more units within the stack. Lots of times I've seen sword-wielding skeleton companies get attacked by my swordsmen, lose one or two, then see my guys' health drop with no counterattack visual.
Emperorjarin
[quote who="schattenjaeger" reply="3" id="3346721"] Are you sure this isn't new? I don't believe in coincidence strongly enough to accept that I didn't notice it sooner simply because of good timing...[/quote] Tribute has worked like a NAP pretty much since it was implemented. It's always been like that.
I think the enchanted backpack should spawn consumables like potions every so often, like 25% chance a turn to spawn a healing, growth, or speed potion, rather than global resources. After all, a crystal is much less useful to a roaming adventurer than a health potion. The golden belt actually producing gold is a spiffy idea as well.
[quote who="Trojasmic" reply="14" id="3346572"]Yeah it's funny. The AI declares war on Tatty playing easy, but I can't get them to declare war on me on Hard. Tatty you need to do more diplomacy like trade, economic, and technology treaties with the AI... they love that stuff. You also need to get the lead which is easy to do by leveling your heroes and cities then everyone will bow to you.[/quote] I remember back in FE that easy difficulties were a massive pa
Other than Drills being lackluster, I think the warfare tech tree is pretty well set up as it is. Although, has anyone actually used catapults in this game? They seem out of place for the way this game's combat works.
Not a bug. Steal spirit will only give you bonus levels of a trait up to what the stolen champ's level was. For example, if you have life 3, and steal a life 1 champ, you would get no new spells because you already have life 1.
Can't tell you where you went wrong, but I can confirm that Administrator III is working properly. I currently have 4 units with the trait, and as expected, have -40 global unrest from them.
+1 to this.
The AI settled a 0/0/0 tile, which is in itself a bug. Look at the bottom left of that screenshot, where it shows how much production/food/essence your city has. See how your city's got all those zeroes? That's a bug, and I've noticed it in FE as well.
This issue is still present as of .80. Currently have 2 obsidian golems wandering my territory, without any civ disturbing Imperium. Fortunately, tremor still works on them.
[quote who="mqpiffle" reply="22" id="3343764"] There was a bug in the code that was causing the boni (sic) to increase exponentially per swarming unit instead of additively. It has been fixed for .80.[/quote] Wondered why I hadn't seen any of these swarming problems. As of .8, I think swarming is a nice little bonus. It makes large groups of weaker enemies a bit more challenging, while not completely overpowering things you would otherwise not be able
Free chainmail for everybody! Seriously though, I think Magnar should lose the chain mail, and instead give Kraxis light plate. Makes more sense than 3 factions having the same trait.
Make a Quendar (Magnar-race) Warlock with Fire, Water, and Death magic, give the faction Flesh-Bound Tome and Death Worship, with a third point to use as you desire (Binding is fun), and spam as many stick-armed slaves as you can cram into your armies. They don't need to do anything more than die; you will be using them as meat shields, and sacrificing them for mana when they have outlived their usefulness. Congratulations, you now have the single most powerful spellcaster in
[quote who="ben_sphynx" reply="6" id="3276103"]It's quite simple - the cost of a building is a number of production points. Each turn, the cost remaining is reduced by your production as you build it. When the cost is reduced below 0 it finishes building. The rush cost is the number of remaining production points needed to finish it, but in gold. And rounded up to 25g if the building requires less than 25 production. Except if you have a black marke
I usually build one town on a low/no-essence settlement, one fortress in a high-production spot that ideally has 2 essence, and have most of my other settlements become conclaves. I do like to keep things balanced to satisfy my neuroses, but I generally lean conclave-heavy.
I'm willing to bet that the average lifespan in the world of Elemental is at most 40. Between horrible sanitary practices, close proximity of the few survivors, and the fact that there are horrible monsters literally waiting outside the walls to eat your brains, it's quite likely that Elemental's society is similar to that of the Dark Ages, when people would get married around 12-14 and then die at age 30ish from the plague. Given that, it's entirely likely that he
I would also like it to give a stronger version of the hatchet, just because a piddly 2 weapons for 1 faction point seems like a weak tradeoff.
This game needs an ability like Master Scouts for new players, or for those who wish to ignore monsters (why on earth anyone would want to ignore a third of the game is beyond me, but whatever). Especially for new players, the monsters pose a significant challenge, and being able to engage them on your own terms is great for figuring out how to engage certain monsters.
If you registered your game around the time you bought it, you should already have the option to download FE for free. Otherwise, contact Stardock Support; they're pretty good at getting things straightened up.
I have found that the percentages are pretty accurate when averaged out over the course of all my games. However, the rolls in this game are truly random, which unfortunately means that, even at a 75% chance to hit, you can have a string of just bad luck that seems to stretch out forever. I've had entire fights where almost every roll seemed to be a miss, or my high-dodge people got hit every time. Unfortunately, that's the nature of luck, and you'll find that in
Cyndrum demons, butchermen, and everything with that troop stealing ability can now only gain a max of 5 units from their ability. I liked it better when they could gain max stack size, but it's working as intended.
When you research Trading, it should only unlock roads within your own empire. It should not give you roads that link from your empire to your enemies', and if it does then that's a bug.
There's an extremely difficult quest that one can do in order to obtain a dragon, rated either deadly or epic level. Right now, however, there seems to be an issue with AI sovereigns automatically completing any quest they go on, no matter how difficult. This is probably how Magnar got a dragon so early in the game. Note that I'm assuming this is still early game, before turn 100. Otherwise, HF's reply works.
Only certain items and monsters have counterattack. Swords give one counterattack per round, unless otherwise noted in their mouseover info. Creatures like wolves and stalkers also have counterattack. Most units, therefore, will not be able to counterattack.
I have seen this bug as well.