I don't think it was ever intended to be used in combat. There's no real reason to cast weak unboosted tactical spells, you are much better off using a caster champion. It's a summon designed to sit in a city casting more strategic summons. It's ridiculously fragile and expensive so you'll keep it out of combat.
Sanati
So far I'm loving pretty much everything about LH, nice tweaks all around, but that's pretty much all I feel this is. It feels like a polish patch for FE, not an expansion. There's a few new monsters and spells, but nothing expansion worthy IMO (yet). No new races, tech trees, tech tiers or really anything that expands the gameplay beyond what it was before. Everything is (or will be once the bugs are worked out) a lot smoother and more fun than FE, but this feels like it should h
So it looks like you get a choice between two champions at a time. Any chance you could make that choice always be between a male and female? Any male champions I get stuck with are just going to sit in a city doing nothing. Always.
[quote who="TeeWeeHerman" reply="10" id="3312254"] I don't use the screen saver to save my screen. I use the screen saver to lock my screen automatically when I'm away from my desktop for too long. Saying you can always turn off the screen saver is true, but not helpful. It was like telling users to turn off the UAC controls when Vista first came out. Saying the OS is "third party software which causes the game to crash" is a bit... weird. Technically true,
Not unless that new music is only 700kb. 1.12 was 22,099kb, 1.20 is 22,818kb, cumulative patches so only ~700kb was added for 1.20.
Currently, roads are only built to outposts when you first research the tech, and then when you first build the outpost. Capturing an outpost after you have the tech will never build a road to it. I think it would be easy to fix, so I'm assuming it's intentional. Recently I pretty much always have my units travel with a road builder, and I build a road on every tile they pass over.
I'd normally not agree with a suggestion like that, but honestly there's no reason anyone should be using a screen saver anymore. It was designed for early CRT monitors where a static image displayed on the screen for a long time could permanently "burn" the display. Screen savers do not save power, and having one running on a modern display instead of turning it off will actually reduce the lifetime of the display considerably since the backlight stays on even if the screen is blank.
[quote who="Kongdej" reply="10" id="3311896"] you can turn rather unfavourable battles with 10 ish reloads (I know that is alot of work, but due to dodge being very powerful, one battle ought to be filled with dodges for your own side, and no dodges for the opposing side).[/quote] I suppose that's true with dodge, but you need probably a good deal more than you would get normally to make it effective enough where reloading a few times could change the battle results. You basi
This wouldn't make them any more OP. Even with +200% spell damage a ranged staff in the hand of a sov/champion is still going to be really weak, but at least it will be almost comparable to any other weapon damage. A change like this is necessary, and has been ever since these weapons were added. I'm just really surprised it hasn't been done yet.
Has nothing to do with balance. This is a numbers game, RNG has very little to do with it. There's no difference between somebody knowing exactly the strength of their units and that of the enemy units, only fighting battles they know they can win, and somebody who is just learning the game and doesn't fully understand all the mechanics using autosave and reloading when they make a mistake. They can both finish the same battles with the same strength units, at the same rate. If you wa
+1000 Right clicking on them with a unit selected should also just move to that tile and not bring up the bloody diplomacy window. So many times I have to stop and wait X number of turns for caravans to get off a lair so I can move my units onto it finally.
This is really depressing. Just goes to show how many people don't finish reading a post before replying. Even Frogboy. [quote who="Kongdej" reply="21" id="3311543"]For the OP, remember, sarcasm translates extremely poorly to text...[/quote] That's why he put a very clear "this was all sarcasm" disclaimer right on the bottom. I guess you have to put that kind of thing on the top of the post in giant bold text for most people to read it tho
[quote who="IlluminaZero" reply="66" id="3310987"]Note1: Faction Prestige growth is distributed evenly amongst all settlements. A Faction Prestige of 6 with 6 settlements == A growth of 1 per city barring things that offer absolute benefits such as Sovereign's Call. Unless a player is not expanding it is pretty difficult to achieve a growth of 5-6 in an individual settlement by season 30.[/quote] It really doesn't matter if it's split. You are getting 6 pop per turn either
[quote quoting="post"] (dedicated to those who think that building roads with engineers is too much micromanagement). [/quote] I'm guessing this was just edited in, or everybody above missed it. +1 for engineers. The sad part is, it would be easy to take the OP seriously because contrary to rational thought, it is indeed 2013 and that entire post dripping with sarcasm is in fact the exact mindset of most developers and publishers these days
Sovereign's Call isn't going to be any more of an advantage than Enchanted Hammers or Propaganda. Unfortunately this change wont have much an impact, since at only 30 population cost an early city is likely the regain that population by the time it finishes building a Pioneer. Pretty easy to get 5-6 growth early on (first ~30 turns), and at that point it still takes ~6-7 turns to build a Pioneer, so unless they went Civ without telling us and also freeze growth while one is building,
[quote who="Gaunathor" reply="3" id="3310418"] You lose all movement points regardless of, if you are still webbed or not at the end of combat.[/quote] I was wondering if this might be the case, but it's hard to test with the way they spam that web, pretty much always have at least one unit webbed when a spider fight ends. The same thing probably happens with Imprison. It looks like the "spells" set the unit's moves to 0, but for whatever reason that's not contained t
[quote who="Leeovold" reply="5" id="3310448"]I always lag behind in Research even though I buy into/accept tech treaties with everyone possible.[/quote] The AI is currently extremely broken when it comes to research. They trade their tech points with each other every turn and they don't lose the points they trade, they just gain more and more every turn, increasing their research rate exponentially as the turns pass. The more AIs on the map the faster their research explodes. You
No, 10 is correct. If you set it to .1 you might as well be setting it to 0, which is the quick and easy way to deal with it now, turning it off.
Ya it's kind of shocking this wasn't hotfixed weeks ago. This is a game breaking bug and I don't see how anyone can stand to play without modding in their own fix (reply #22 and #23, it works). Players shouldn't be forced to use mods to make a game playable for over a month, a 1.13 patch should have been out the day this was reported with any number of quick one line temporary fixes to the issue.
I would not say it turns the game into a "sim," it's a feature every other game in the genre has (that I can think of off-hand). It's just common sense that you can see what your allies and teammates are doing, I'm surprised it doesn't work that way in FE. I usually start trying team games eventually while playing 4x games, I just hadn't gotten to it yet so didn't know this was broken, otherwise I would have made this request before you. Actually, not "request," it wou
You are already more or less limited to one champion per army, at least without the correct trait investments as they level up (heavily nerfed exp). Champions also aren't that powerful, so if you aren't using and leveling regular units you are already gimping yourself. I've had normal units late game with 400 attack, 90 armor, and 700 health, on their own, a single company of 7. Nothing more needs to be done here, people just need to get away from the perception that because they
It makes sense to you that by waiting one more turn for the effect to wear off in battle before dealing killing blow you keep all your movement points? Why if you're poisoned/blinded/withered at the end of battle you aren't still so after battle? This is clearly a bug. Oh, and a game turn is an entire season, 3 months, far more than 24 hours, so ya even waiting 24 hours or several weeks for the spider webs to come off should still allow movement later in the season.
I feel like I'm spamming this forum with all the bug reports so I'll combine a few at once here. 1. Another auto-resolve bug. Hitting auto-resolve mid-combat resets the positions of all troops for the battle simulation. Meaning if you have some ranged units, start the battle on manual, move back as far as you can and attack the enemy until it reaches your units, then hit auto-resolve and the enemy units in the simulation have to close that distance again while being shot at so
[quote who="Heavenfall" reply="10" id="3310082"]What I want is that the player should be able to focus his strategy not on magic, not on warfare, but on civilization.[/quote] Even without the base game lairs that was already possible and not at all difficult. A town heavy strategy allows the player to buy the metal and crystal they need to build real units. They don't need the lairs, but by putting wages on the units that locks them to this strategy that can already do everything
I think even in SW none of these units should have wages. The "cost" should be having to find one of these lairs, conquer it, build an outpost or city near it, research the tech, then pay for the lair upgrade, having a handful of free units that will always respawn every few turns would make that whole process worth it. Giving them wages though just kills it, if I wanted to pay unit upkeep I'd train my own units with decent gear, they are almost always stronger and more useful and I can s