The Original Poster can always change the forum a thread is in. Just edit the OP, and change the "Category". =)
StevenRLynchAbundanceThatIAM
Well, maybe we just need to slow movement on roads in enemy territory to 1 square per action point. It might not be totally realistic, but there is some gameplay justification for not being able to go speedy on roads when you are in enemy territory.
[quote who="ximxim" reply="22" id="3154578"]Personally I think that the underlying issue is that that the "strategic map game" is, well, messy. Adding some ZoC rules would allow players and AI to intercept enemy armies before they reach the cities, this is currently rather hard (and messy) to do. This would greatly enhance the strategic part of the game as well. A simple example of a ZoC rule: moving next to an army that you are at war with stops movement, only allowing you to attack it this
Which obviously needs to be fixed - plopping a city down should be enough to get the monsters to attack.
That's a bit like having a package where you have to pay for the ice before you get to buy any type of cream. Yeah, I know ice blocks aren't used to make icecream but I think you see the point. ;-)
Does the monsters and ruffians faction see the whole map? And why do they prefer human targets, even when they're much further away?
Yes, this needs to be fixed, ASAP.
I like your ideas. [e digicons]k1[/e] I think they would add a lot to the game.
It is not like Civ4 where many players can be building a Wonder at a time, and only one gets to keep the finished version. Starting building a Wonder first puts a block on any other player building it, *while in remains in your queue*. In my game I build a Fort or something instead of a Great Mill because it was quicker and when I came to build a Great Mill it wasn't an option any more. Then I found out 5-10 turns later Gilden had built the Great Mill. So I am very
I would support a multiplayer mode that focussed on play between friends only. Honestly I feel that competitive play between strangers doesn't really suit this type of game. However, the ability to have co-op (versus AI) and competitive play between friends (including human alliances battling it out with or without AI players/teams) friends would be a really awesome and welcome feature for me. Just don't set FE MP up like WoM MP - include tactical battles,
Answer, the one shot quests are working as intended, however Derek would like to change them so they don't disappear if you fail the first fight.
Well, they might decide to only include co-op play (or play between friends only), which FE would be well-suited for. Then player matching is not an issue.
It might be a system where you each take turns in logging in and taking your turn, based on past explanations of Elemental MP infrastructure. That could be quite an interesting way to play too!
I'm happy with that. I can understand why Rebellion went with Steam because it has a much bigger focus on MP, but making FE require Steam so soon after the Rebellion announcement would have just been a bit too much to bear, IMHO. And maybe Elemental games will remain Steam-optional, since the only good MP for FE and such would be co-op in my opinion.
I have been able to play for a very long time before the game runs out of memory and I need to restart (note I haven't been reloading except where there have been crashes). However, a long grind level, which I think I would have been able to win (love ice and fire mages btw!) got stuck after I won a battle and then got attacked again (first Wildland Ice Elementals attacked and lost, then Gilden attacked with an army and lost, and then they attacked again and that was where the game
I was hoping they would be able to fix this for the 0.914 patch. I did mention it a few times, including in the 0.913 feedback thread.
I like this idea. Although doesn't it mean you would never use No Taxes? ;-) Maybe No Taxes would have a bonus of some sort?
Does the Resoln spider availability for training mean that the AI will build units that cost mana now? (Heavenfall said in one of his modding threads that the AI didn't build anything that cost mana.)
Extra training time could be included (requiring the upgrading unit to be immobilised in a city until it is finished - if city is attacked it will defend as the non-upgraded unit). There was this solution that I've mentioned a few times: It could be, for experience of the new unit, and the amount of building turns (as percentage of new unit): New Experience = (Original Size/New Size) x Old Experience Training Time = (Original S
I think FE Beta still requires internet access though (just for the beta part of FE) although I'm not sure what happens when you put -localdataonly after the shortcut.
Also sometimes a unit will move out of the way of attacking forces (either yours or monsters), only to initiate battle anyway at the square which both groups of units couldn't have got to that turn.
Good point.
Too many people let their egos and what THEY think is a good type of genre get in the way of their review. Of if they can't NOT do that, why the heck can't the reviewing sites choose people who actually LIKE the genre they are reviewing?
I think an important bug to fix is the one where if a monster group attacks you and you beat them, you don't get to keep any of the loot that they drop. PS: Moderators, could you remove the huge text of the picture in post 155? It really clogs up the thread and is painful to scoll past.
Well that's a bug then. I you are meant to start with 6 attribute points, it should definitely not be 7 or 8.