Have you tried Revo Uninstaller? Though you'd probably need to look up how to uninstall a program if your program has been removed from the list. I had a problem with a failed uninstall, and Revo Uninstaller Pro fixed it. But the regular version should help, especially if the install entry is still listed.
StevenRLynchAbundanceThatIAM
Wow, posts like this just make it all the clearer that there is a heart behind this CEO, and he isn't afraid to show it. =)
Excellent job seanw3! [e digicons]k1[/e] Now if they can equalize unit usefulness per gildar with the new champion maintenance, then they have solved a lot of problems. I strongly encourage the devs to use seanw3's finding to improve the game out of sight!
Also, base food per grain has been increased from 15 to 20.
I just got a critical bug - after already selecting Path of the Mage with the Path level-up, I was offered Path of the Assassin as one out of the normal options for a later level up. All further path options should be blocked once the first one has been gained. Getting Path of the Assassin after already having Path of the Mage would probably allow a mage to get Impulsive. Saves before and after attached, as well as the screenshot of the level up. <a href="http://dl.d
I agree.
I agree with Reply #269. (Note to Bellack: the font colour used is hard to see on the black Elemental background - without highlighting the text to show it up.)
Now I just need to find out how to unsubscribe from newegg, guess I'll look on the web-site.
It would be kinda nice for more US companies to consider that the world consists of more than just the US...
[quote who="Nathan E" reply="12" id="3135851"] I seem to have problems from reloading a save while already in a game. If I exit the game, then load a save. It seems to work better.[/quote] In COE3 it is not possible to load from within the game. Although this is probably to make save-reloading more annoying, it may be a good idea in FE to prevent being able to go back to the main menu once you've started or loaded a game. Options and preferences should still be av
For US only, right? There is no place to select country for home address.
Yeah, I think when multiple troops get spawned they can still appear on illegal squares.
It could be that wandering monsters are attacking the AI now, and the AIs send out some units at a time and then they get killed, so they can't be used for wars.
Changed my mind, post deleted.
I guess it would be to get Dispel Enchantment spell from the Magic tech tree, and cast that once for each enemy enchantment on the city.
The initiative bug is from using Slow on low initiative troops like Bone Ogre to reduce initiative too far (giving enemy unlimited turns), being negative does it, not sure about exactly 0 initiative. Regenerating Land bug - destroying an enemy output after already razing their captured town regenerates the land that was made barren. It doesn't happen if you raze the outpost first, and it doesn't apply to razing your own outposts - only razing a nearby enemy outpost AFTER
Could it have anything to do with 0.86 mod remnants being still there? I initially started up with some coremods and one other mod still active. So I turned off mods, removed the coremod files, but then got a crash when starting a new game with 0.90. I renamed the directories (both in C:\Users and in the install directory) so it would start new, and installed the full beta again, and was able to play. So far no crashes, but only spent a few hours on the new 0.91 versio
I think it's because otherwise an outpost would be useless - if it only controlled one square radius which never changed then there'd be a lot more outpost spamming than there is already! =) But maybe it doesn't need this if they introduce some way the outpost could upgrade after it is created (including expanding zone of control radius).
I think an example of a case where you know the core mechanics, but there are some things you have no control over and you don't know everything at the start (and some things might not ever be known), would be Conquest of Elysium 3 (at least that's the gist I get by reading the game manual).
Looks like it is a case across all spells.
If this is so, they'll need to correct the new previews that are being released, they say in those that if you buy WoM now you get a discount...
To Kobracan: I think it says pretty clearly here: [quote]Accuracy it a flat chance to hit an enemy (Accuracy 80 means you have an 80% chance to hit an enemy). Some units have a Dodge that subtracts form this (So someone with Accuracy 80 trying to hit someone with Dodge 20 would have a 60% chance to do so).[/quote] So Accuracy is not a greater chance to hit, it "is" the chance to hit. Dodge just modifies that downwards.
If crit chance was the percentage chance of a crit, I wonder what would happen if that attack didn't roll a "hit"? Would it still do a crit anyway? Or just do a regular attack, since it was partially negated by not being precise? I'm interested to hear how crits will be handled in the new version. And to Kobracan, remember that the percentage chance to hit is attacker's accuracy minus defender's dodge, so I would think that a 113 accuracy just means t
Yes, I think with the other changes, it would make sense for crit chance to be just that, chance of a critical strike - no crit multipliers, just a percentage chance of a critical strike. If it is at all possible to put this in, please do so!
Yes, regardless of the default, I think there should be an option to turn on or off.