90 attack?? :O this axe only has 19!! The axe was a loot item, I figured I'd just switch between it and the banishing mace (which has the same base damage but different buffs) depending on whether I'm fighting elementals or not. Jugganaught only axe hey..... I understand the golem shield (it rocks), but an axe that is no more powerful than anything else..... 80!! 80 I say! It's all good. Thanks all for the head
StillSingle
congratulations! Already the game is good by me :) look forward to spending the whole weekend playing FE :D
Looking forward to those tutorials :) also looking forward to the "2 days to go" post from frogboy :D [e digicons]:frogboy:[/e]
I'm thinking it is a typo, because a banishing mace is the same base damage and only weighs 15..... :O 80 is more than the armour I was wearing is.... :P Or you could bump its attack stat to something silly :D impossible to wear armour and weild that thing at the same time! :D My axe is much bigger than yours!!! [e digicons]:P[/e] edit: changed the title to be "supposedly not a bug", I still think it's wrong based on dmg:weight ratio.
existed in .983 too if that helps.
Who's the first to get a pony?? :D
Post a bug report on the raise land spell if it can create mountains (as it doesn't fit the description, nor is there any reason to have create mountain as a seperate spell). I'm not at home to test this, but I assume you have created maountains with raise land. I wuold actually classify blocking paths, and creating paths as two very seperate beasts. IMO creating paths should be easy and cheap. Undoing paths and blocking off areas should be a large inve
making everything hills as someone said would be doable though :) still an expensive use on mana even if you only do the border 3 deep. And it will still hinder you, although the road will help combat that. 3 deep by 50 tiles of border = 150 tiles. 150 x 5 mana = 750 mana. That is a HUGE investement. and if properly supported would give you 3 turns of warning for your entire border. I hope you don't have any mages.....unless you like them hi
Correct me if I'm wrong people, but raise and lower land can't make mountains, and can't create oceans. There are two seperate spells for that. Unless the spell descriptors are wrong..... Raise land, turns water int plain, and plain into hill, but NOT hill into mountain. Lower land turns mountain into hill, and hill into plain, but NOT plain into ocean. So all this terraforming stuff you guys are takling about would actually require the much mor
That was awesome Frogboy!!! :) and so is the game!!
Alrighty, this is a lvl 2 life, lvl 2 ocean spell which grants 40% reduction in tactical spell cost. As far as I can tell looking through the spell book ,there doesn't seem to be a related/oposite version for the death magic tree. My suggestion would be to make the death magic version buff spell damage (rather than reduce spell cost). This way the two schools keep their identies. Probably should use earth or fire as the second spell type for it though.&nb
Agreed, it looks like they're doing a balance pass on the magic damage, and weapon damage (HP, armour, and some weapons have been previously done). oh well, goodbye my lvl 15 crazy mage :P
Used a custom sovereign playing as Pariden. Killed the caravan using auto resolve. Even though there was still movs left showing for the sovereign all it would do is create waypoints. Saving, quitting then reloading (without going to the next turn) allows the soverign to move again (using the movement points that were left). note: NOT using auto turn note 2: happened twice on two different caravans (same faction though) note 3: was at war with the c
Used a fireball on me and 2 enemies near me. I died (it told me I did), which left the last enemy miles away and unhurt. Instead of shooting me back to a city and losing half my mana though, what happened was the fight finished and left me with the HP (before I cast fireball) on the main map where I attacked from, and the reduced enemy stack where they were.
Man , I love watching the changelist grow!! Just gimme a beer and let me watch this page update constantly! :D
Whoa!! ease up there FrenziedMan!! I played a game just recently (.981) with expert dense monsters, and a caster sovereign using Life and Water magic. It took me 50+ turns to start clearing the monsters away from anything worth while.... that and I left the number of champions on random.... I only had my soverign..... :) That was a challenging game. Especially since trolls like taking out cities!!
I'd prefer that monster AI on hard or above purposefully targets cities/improvements/outposts as well as units. Especially the bigger stuff. On a side note: troll groups tend to attack cities on expert difficulty. I had no units in there, they attacked it, then went back the other way. So certainly seems targeted.
Hmm, I wonder if your (frogboy) testing includes getting targeting data while FOW is on. Rather than the output statistics. The main issue I'm seeing people have (including myself)(assuming I'm reading people's posts correctly) is that the AI seem to have cities that are completely surrounded by huge monsters. or outposts or resources. I don't mind if their units get missed from the simultaneous turns (oh, and I swear on Expert world difficulty, some things
Not sure, but I thought I had this bug previously. I figured out that I actually had to casters who could cast cloud walk. If I didn't choose one of them, then the spell would cast, and the hero I was selected on would start marching. Hopefully that helps? :) not at home, so I can't load your save :(
I just wonder if because Frogboy would be testing the monster behaviour with the Ctrl+U command to remove the fog of war, whether that is hiding a problem that we see because we (generally) play with FOW on. The last game I played, I had a loosed dragon heading directly to my city from 2 screens away. BUT I saved and logged out before it got to my territory. When I loaded the game it started heading back from whence it came. Perhaps the function GetNearestEnemy, or
Used a custom sovereign (for two different base factions, tarth and pariden), used ctrl+N to regenerate map and it crashed both times. Link to second crash dump: http://dl.dropbox.com/u/6868387/FallenEnchantress0_981-2012-10-01T20-35-33-307.zip
wow, 15% for the 4/2/2 option. Sounds like from reading above, people like the 4/2/2 options for much rarer scenarios. Eg, when playing Kraxis (but no other civ). Whereas 3/3/2 seens to be good in much broader scenarios.
Wow, overwhelming support ( >70% as of writing) for 3/3/2. I picked it because when you start maximum production is the best. who cares if the city gets big if it takes forever to build anything. 3 mats and 2 essence for the calculation of how much extra production you get from enchanted hammers, AND you can put inspiration on as well. VOOM :) perfect starting city almost everytime. Has anyone picked an option with only 2 mats (game suici
Currently there is a green glow outline on the turn button when the game thinks you've finished doing everything (all units have moved or passed, no city queues empty, that kind of thing). My problem with the green glow thing. It pulses tooooooo slow. I think it used to pulse faster. Now I kind of wait for 10-20 seconds to make sure it isn't in its non-glow pulse state, or in that time it will slowly glam it up to a green colour. My solution: Mak
For my staff idea, I was thinking along the lines of the monk staff, but higher levels of (rather than the firestaff which casts a flame dart style projectile). Also, a lot of my ideas were based around researchable equipment, as oposed to unique equipment that can be found. Just trying to flesh out your empire's troop selection a bit more. I like the morph idea elutheral!! Other ideas I've had recently: Staff of summons. Allows you to s