[quote who="LordTheRon" reply="136" id="3313327"]but will keep you posted.[/quote] Please do. I know people are d/ling the mod, but I'm not getting nearly enough feedback. I can't test everything, and I keep finding old bugs, so I know others must be experiencing them as well.
mqpiffle
Also don't be thrown off if the ZoC doesn't appear to grow on the same turn as you build your +ZoC building. The UI takes an additional turn to update. You can, however, build on resources before the UI updates. Then it'll force the UI to update immediately. It's silly, but it works. [e digicons]o_O[/e]
[quote who="pkrawczynski88" reply="2" id="3313055"]Is there any hotkey for "next unit that has movement points left" ? if no - it would be in incredibly synergy with that request.[/quote] [TAB], although I pefer Civ's [.] hotkey for next unit. It's handy being right next to the enter key.
No problem. [e digicons]:beer:[/e]
[quote who="Nibelung44" reply="133" id="3313083"]So in essence non-mage heroes will not use any spells tactically...[/quote] They will consider the spells they choose to cast much more than a Mage would.
What would you suggest? 8 (+2 per fire shard) fire damage would definitely not be balanced in this mod. How about 3 (+.5 per fire shard) fire damage?
A- you just have to be careful about the battles you engage in. Know thine enemy. B- Yeah this has been debated. Creatures should no longer salt the earth, however. Only if the city is destroyed by an AI faction. C- Trust me this is a good design choice. If heroes perma-died the AI would be at a HUGE disadvantage.
Just to confirm, with RotM installed, I started a new game with mods disabled in the options menu. Everything reverted back to vanilla settings as expected. You must have done something to alter the core files of the game to cause the behavior you described.
[quote who="Nibelung44" reply="131" id="3313051"]Hi, What the spells start all with a cost double than normal, this is crippling in my opinion. Pillar of flame has been totally nerfed whereas it was already rather weak.[/quote] Yep. I rebalanced everything so that it takes some specialization to get really good at magic. If your champion is not a Mage, spells will be much weaker and tactical spells will be much more difficult to
No, it doesn't.
This is your problem. Change the gamemodifier to this, and it should work out: Unit DefendableDamage UnitStat_Attack_Poison</AttackStat&
[quote who="Borg999" reply="13" id="3312869"]In the game I'm playing, the actual manna cost for spells is higher than indicated on the spell description??!![/quote] Are you using Rise of the Magi mod?
[quote who="Derek Paxton" reply="9" id="3312797"]which I'm not going to do for FE[/quote] Just wondering, do you mean vanilla FE like is it possible some like this might be implemented in an upcoming expansion? Or absolutely never?
Yeah they increased the probability of getting grain producing resources for 1.20. In that particular game I had 3 fruit groves and two wild grains among two cities. I'm sure it was somewhat of a freak accident, but I just wanted to share.
There is a community made Mod Manager , and it's pretty durn good.
[quote who="Alstein" reply="1" id="3312718"]I believe The +10 bonus cut it to 9 turns. [/quote] No. If you pop a Lost Library before you select a tech to research, the RP from the Lost Library are just gone.
Result of base tile yield 5/3/0 plus two fruit groves and a wild grain connected to the city. I'm not saying the balance is good or bad yet, but it has definitely changed.
[quote who="jshores" reply="5" id="3312739"]I disagree with that line of thought.[/quote] That's fine, but SD simply doesn't have the manpower to both dedicate on squashing current bugs while creating and iterating on new content. I originally disagreed (quite vocally) about Brad's original decision to abandon WoM in favor of starting development of FE, but in hindsight I see that it worked out in the long run. Dealing with a smaller developer (or any small b
Exactly. If they're going alter some mechanic here or there in an upcoming expansion, they might as well build the new content first and then squash bugs, because building in new content will invariably introduce new bugs anyway.
[quote who="iguanaaa" reply="157" id="3312440"]2. The spell Grip of Winter doesn't seem to be implemented the same for AI vs human players. In addition it doesn't behave quite like the description says it should in either case. When I try and cast it I have to target a specific city, and it appears that the spell only affects that particular city. When the AI casts it on me it affects all my cities at the same time, and it is impossible to disenchant (I've tried disenchanting a ci
Well, I got my ass handed to me the first time I tried playing on hard/hard, and that hasn't happened since the beta. Some 'first impression' points: road travel out of cities much improved it was nice seeing the AI sovs and champions picking different paths, although they didn't make much sense to me (Ceresa picked Assassin, Relias picked Mage) I like the new resource distribution and the new effects (Twilight Bees = unrest bonus reall
Well, they are working on the expansion, which equates to potentially more cash flow. Hopefully the team can concentrate its efforts at some point to really 'polish the turd' so to speak, but I certainly won't be holding my breath. Brad has shown that he doesn't dwell on a single task too long, take that as you will. In fact, it's kinda surprising they spent almost two years developing FE from the shattered remains of WoM.
Are you saying you want to adjust base damage calculations? These are hard-coded and thus cannot be changed afaik.
The skills are 'spells', so they aren't normal attacks and they always strike. Very clumsy implementation.
In the game options, you can set units to be stationed in the city when they are done training.