BernieTime

BernieTime

Joined Member # 3852566
72 Posts 496 Replies 1,238 Reputation

I think the city spam is unintended fallout from vamping up the AI. The AI spams scouts/pioneers to get early city advantage which forces human players (on harder difficulties) to spend their early portion of the game spamming the same. I completely understand the need to give the AI some needed benefits and direction, but their production rate has to be at least double that of a human player to produce so many units in such a short time. Would also be curious to see the num

3 Replies 3,254 Views

[quote who="mfrast" reply="6" id="3263534"]Im gonna say nope, and... nope again. I just finished (without actually finishing) to my liking. The only road problems I ran into was 4x4 roads, and early on the AI did not want to take the roads. For some reason they thought going along side the hills was a quicker route. [/quote] Congrats on finishing your one game [quote] A hint. Dont link your city to any other AI capital until you know exac

8 Replies 3,402 Views

Primarily as I see Outposts being dropped next to active monster lairs when then displace the Monsters who then just wander about. If I were a beastie I would probably go tear down the big thing that's disrupting my neighborhood. With Pioneer spam so heavy early game, or the spell than plunks down Outposts, there's little thought into placement and protection of them. As has been mentioned in other threads, I would also rather see the building of roads/outposts rem

2 Replies 4,076 Views

I'd sent my question about this directly to a support rep and got a reply back from Derek (roundabout) I heard back from Derek and this is what he told me: It doesn't auto build roads to other cities. If an AI gets trade and his cities are on different sides of yours it could link up through your road system. So there you go. [e digicons]:)[/e] If you have any questions or concer

8 Replies 3,402 Views

I wish that instead of swordsman, Basher, etc.., that it was consolidated into a Weapon Specialization skill that then asked what weapon type you wanted to Specialize in. Leaving more room in the skill advancement trees for more options.

32 Replies 24,192 Views

I've played this Trait in game and it doesn't seem to be OP, though I can see where you'd have a concern. The games I've played with it don't seem to process dodges as much as you'd think

1 Replies 1,667 Views

John Henry, famous American semi-fictional character that helped build the railroad through the Mountains. Read a book ;) http://www.ibiblio.org/john_henry/analysis.html Ballad of John Henry's Hammer sung by Johnny Cash http://youtu.be/xxReOxRwS-g I actually prefer the version done by Tennessee Ernie Ford http://www.youtube.com/watch?v=64GHrP3bCWk

9 Replies 5,355 Views

It's not the Engineers fault, they were just following John Henry. He was really drunk at the time.

9 Replies 5,355 Views

First, I really like what's been done to beef up a formerly sucky Profession. In a different game I was able to recruit bandits with no problem. In this new game if you mouse over Ruffians, which I thought was a Bandit subtype, they cannot be recruited. Is this WAI? I thought Ruffians were just another type of Bandit, much like there are multiple types of Spiders.

3 Replies 2,140 Views

[quote who="cardinaldirection" reply="2" id="3259439"] In all honesty, this is what will probably hurt FE's reviews the most.[/quote] I would disagree with this as well. There are a couple of bigger issues with FE that I expect will be addressed in the first patch/update. Art is subjective, for whatever reason apparently it doesn't "work" for you and that's okay.

35 Replies 85,297 Views

1. There weren't any naval units in Beta, but there was one in the Campaign. Not sure if they are in the standard game/tech. Typically (in Beta), if you needed to cross water a Champion with Earth Magic (III) has the Raise Land spell 2. Your City needs to be next to a River or body of water to build dock/harbors 3. Ranch Upgrade was available somewhere further up the Tech Tree IIRC

3 Replies 3,309 Views

The game level I created was on Hard. During Beta I typically played on Challenging. My expansion was happening fairly rapidly as I know how the AI likes to spam scouts & pioneers. I put up 4 early cities focusing on getting Trading Tech, then investing into getting Level 5 Champs. My sovereign started as a Bandit Lord so I had extra scouts early, which is why I have 4 cities up early. With the road spam after learning Trading Tech, all the Level 5 Champs i

8 Replies 3,402 Views

I saw this in the Beta where an AI unit recruits Champions from 2 tiles away. Was hoping it would have been fixed on release. In my most recent game in [1.0], observed an opposing unit [Tarth] coming toward an available Champion who was 3 forest tiles out, so I placed my stack in front of him to block (Mountain on one side, Cave Bear on the other). During the AI turn, the Champ was recruited and the AI scout was gone from visible range. There's no way it could ha

0 Replies 2,288 Views

Now that I'd researched Trading it's auto-building roads to other factions cities. I thought that was the point of the Trade Treaty? Is this WAI or a bug? Edit: Definitely a Bug I don't like to do Trade Treaties early game as the opposing AI's have spammed Scouts. With all this auto road building I'm gett

8 Replies 3,402 Views

Great idea Derek. I've seen this done on the user side before which kinda holds the devs accountable. Nice to see a game company being proactive. Not that I expected less from y'all.

3 Replies 1,446 Views