[quote who="coyote303" reply="3" id="3302815"]If this ends up being a double post, my apologies. However, it seems I got logged out between screens and lost my original reply. Bolding in the quote is mine. Quoting Alstein, reply 1When someone starts building a project building, or puts it in their queue, no one else can build it. It's ridiculous. I don't necessarily disagree with you. On the other hand, I don't m
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[quote who="hntr101" reply="14" id="3303337"]I am so tired of people wanting to water down the game. It is totally backwards to make everything basically do the same thing. The game needs more diverse things that do different amounts of damage. Right now, as the game stands, a majority of items basically do the same stuff. The game becomes fun when there are items that turns the table in the game. A great game design happens when the AI can counter these
During the beta Frogboy made it very clear he wanted nothing to do with dynamic threat detection in the tactical AI. The AI chooses a target and sticks with it - simple as that.
[quote who="Gaunathor" reply="3" id="3302625"]16) Do you mean tactical spells or strategic? If the former, you can't. In the latter case, there are two ways to do it. The longer one is to click on Govern, then select the Ledger, and then the Enchantments tab. The shorter way to get there is to just click on the mana counter in the Resource Bar on the top. Either way, you still have to search the list for the unit you want to disenchant and click on the X to remove the spell(s).[/quote]</p
My guess (based on earlier information) is that we won't see any tile-based modifiers in tactical combat at least until an expansion is released.
[quote]2) Able to select enemy units during combat to actually see and read the icons, and information which is present but too small at the bottom of the screen on the mobs icon to read. If you didn't look on the world map you can't currently see it in the battle sequence.[/quote] Double-click on the unit in question in tactical combat to pull up its unit details. [quote]16) I can't for the life of me figure out how to dis-enchant a non hero unit of a spell I cast
Just curious - have you addressed the AI sovereigns/champions always choosing Assassin Path at level 4 issue with these changes?
I've seen this too.
[quote who="Borg999" reply="2" id="3302170"] So you can play a "pure" death magic sovereign.[/quote] Eh?
If y'all are interested, here's a download link for the next build I'm working on. This build is focused on balancing the spells (again) because the new Elementalist abilities blow the old damage numbers through the roof. With the new changes coming into place, it will take significant investment in magic to be a strong damage-dealing caster. I really need feedback on these changes. Enjoy! <a href="https://dl.dropbox.com/u/59324513/Rise_of_the_Mag
So much has changed for the better it's very difficult to list all the changes. If you like, for instance, the dynasty system or the ICS present in WoM, you may be disappointed in FE. But overall the core game mechanics of FE are vastly superior in every way to WoM.
I just realized I totally hijacked your thread with something unrelated to the original post, because I read it wrong. My apologies.
I've said it before and I'll say it again: the diplomacy UI in FE just plain sucks. It is almost completely useless. Frogboy broke it even further when he introduced the new AI trade screen that offers absolutely no relevant information when an AI player offers a trade. I always decline trade requests because I have no idea of what the impact will be if I were to accept.
[quote who="Heavenfall" reply="5" id="3301356"]If a monster moves into an adjacent tile, or if your unit does, the path gets cancelled currently. I'm not sure of the details when this gets activated, but it's there.[/quote] I don't believe this is true. The mob will just attack, instead of giving the player the opportunity to act first. I 'm pretty sure both Civ IV and V drop the path and activates the unit when a mob moves into threat range.
[quote who="mypony89" reply="17" id="3301593"]I will agree that the AI is broken for monsters attacking cities and outposts. Also, I should note I was playing on Challenging/Challenging.[/quote] But it's not broken. It's just very random and, for what it's worth, WAD. If you up the world difficulty, the monsters will be more aggressive towards your and the other players' improvements.
As a side note, the other editing tools supplied with FE are also quite quirky in their execution. Hence the warning when entering the Workshop.
I would try to have an improvement produce a local, unique background resource that the unit requires to be built. The only thing I can think of that might actually work.
Which quests?
.901 released. Found lots of annoying bugs on an extended playthrough.
Do you have a save game?
Have you tried updating all of your drivers?
Me too! [e digicons]:P[/e] I'm still trying to come up with some cool designs for the Elementalist line of abilities. I like what I have so far, but there's a lot left to do until 1.0.
Hurl Boulder is currently bugged and not WAD. I will fix it and upload a hotfix later today.
Version 4 is up! Finally included compatibility with ev4debug's Mod Manager. Enjoy!
I'm excited to announce that Rise of the Magi v. .90 has been released! Please be aware that this version now begins a new era for this mod. Core mechanics have been altered with the introduction of shard synergy. The spells included in this mod will no longer work with vanilla FE - they require RotM to function properly. If there is enough call for it, I will make 'vanilla' versions of all of the spells. Also note that I have not set this