Similar theme to this, could you allow AI units to move in combat and THEN use a special ability, if it is helpful for the creature getting closer as well as using the special ability? Also, if you are feeling devious, rather than an AI unit in combat to not move away from any human-controlled unit once it is next to one, for the AI to be able to break off melee attack with one powerful human-controlled unit to attack a low HP or low armor unit, if the AI thinks it has a good chance o
StevenRLynchAbundanceThatIAM
What do you think of these suggestions - not being able to stand up while Stunned, and Stunned always breaking spells with casting time? =)
So is it intended, or a bug?
It would be great if you could fix this!
Also, Wanderlust quests can't appear there, sometimes making the quest appear a long way from the point of use of the Quest Map.
Tested and confirmed. Can you change the code so that the enemy AI doesn't see Webbed as a "do nothing unless a unit is next to it until Webbed runs out" infliction if it has other attacks?
Actually, we are the ones that are choosing to spend the time playing a single player game. If we don't want to spend time winning against all odds and bashing our heads against a brick wall that's fair enough. Besides, some starts are better than you might think, so it is almost impossible to have an "optimum" start. I play the game without reloading once I've got a decent start position. But since we're playing a single player game for our own enjoy
I second the points raised by Nibelung44. Please fix these.
I agree. One of the features of AoW3 is going to be that auto-tactical combat is played using the map and the same rules as regular tactical combat. If Triumph can do it, so can you. =)
I think this is a longstanding bug, and pretty easy to fix. It is even in the current 1.29 beta version.
EDIT: Seems to happen sometimes but not others, but I have had a non-leader Webbed and still lost movement. Maybe it's to do with whether the Webbed has finished before combat ends, though this is just a wild guess. I'm pretty sure this is a bug - after the combat is over I'm pretty sure they would be able to get those webs off real quick. Is it intended that if the leader unit is affected by Webbed at least once during the whole battle, the whole army's st
Two requests - I think it makes sense that a unit that is stunned can't get up on the same move, and has to spend a turn of being stunned before getting up. Also, I think it would make sense if a Stun interrupts spells - currently only Bash does, but I think being Stunned would kinda make the caster lose his concentration on his spell. =) Or if you think having Stun makes it too easy to repeatedly disrupt a spellcaster, maybe it could have a chance at disrupting the spell? &
Could you allow the AI to be able to both conquer a guarded location, and collect the reward, if it has movement points to do the latter? Currently you can benefit from a peaceful AI's conquering and grab the item because it never collects the loot on the same day, and sometimes for 2 or so days afterwards. Also, see the first reply. EDIT: Subject expanded. =)
It's in 1.29 but also in all the other versions of FE. Currently, even when you clear a Wildlands, you can't teleport there (even if you have cities there) as it is still considered occupied by an enemy unit. Could you please fix this? That would be great. =)
Don't they mean the prestige for working out how fast all your cities grow? ie. Prestige/No. of cities = Growth of each city (unless no more food for that city). I'm pretty sure that's what they mean, and influence is still in. But I could be wrong, you never know. :-)
Yeah, it's one thing to say "people never worried about the damage types". But it's quite another thing to say "they didn't worry about the damage types because the UI wasn't clear and the way damage worked in the game wasn't explained well".
You have to open up Windows Explorer and go to "C:\Users\*USERNAME*\My Documents\My Games\Race" or "C:\Users\*USERNAME*\My Documents\My Games\Units" (for Sovereigns) and delete the ones you don't want anymore. Replace *USERNAME* with the username you're using. In Windows XP, also look for "Documents and Settings" instead of "Users". There is an easier way to delete custom Sovereigns though (but not races or default Sovereigns). Right-click on them on the "Who
Also, the AI managed to build a city on a River tile, so something is not quite right for denying the AI the founding use of tiles that the human player can't use. See this save for the AI-built city on the river (which I now own), and the crash when the next turn comes at the same time as the Spell of Making victory. https://dl.dropbox.com/u/8710134/1-29%20Two-36%20Win.EleSav
[Bug1]There is still the bug - if a tech finishes researching on the same turn as you win a Spell of Making Victory, after showing the victory cutscene the game shows the tech screen and then hangs. [Bug2] Also, if you lose a city and the city gets attacked by some other AI faction or the Monsters or Denizen factions, you get the option to autoresolve the battle. I'm not sure whether it has the option to play it manually, but the popup should not appear if you've lost co
Carrodus I think. :-)
In my game all the AIs were building the Towers quickly. (It seems the Tower of the Overlord takes a lot longer to build though - either that or they were getting attacked by other AI players.) I had to stop adventuring and start attacking them to take them down. However, it might be the tech trading bug where AIs get more trading points than human players for the same tech that is enabling them to progress so quickly to the tech that enables Master Spell Victory. The
Is the tech trading bug the reason why all of the AIs were building pieces of the Forge early in the game? Oh well, I thought that the game was really challenging (on Challenging) having to take down multiple civs before any built all the pieces. ;-) Does tech trading bug mean they get free or extra trading points for each tech?
I'm not sure whether these apply to base 1.2 version FE as well as 1.29toad, but I'll link them just in case they can be fixed for 1.3 and LH: https://forums.elementalgame.com/439941/get;3320402
[Bug1] I'm not sure if this applies to just the 1.29toad version or the 1.2 version as well, but the Shield which is meant to add +1 defense each time your hero is attacked, doesn't work if you have Diamondskin, and even if you get hit normally, it only adds +1 blunt defense and no other defense, and ONLY the first time you are hit for damage. I think the artifact is meant to add +1 to all types of physical defense each time the hero is hit (and resets after battle) - is this co
Things change on the world when enough people change. I don't think it has always been dog eat dog, or always will be. But I am looking forward to a bright future. :-)