[quote who="Frogboy" reply="1" id="3160984"]All the faction abilities are op. [/quote] Agreed. Lord Relias can get any kingdom hero for free, and Karavox gets 1000gp to start out with to buy all the kingdom or empire heroes he can find (or whatever else he wants to fund). Verga may not get ranged weapons, but his armies get bonus hitpoints, encumbrance, and attack, start out at 2nd level, and have some decent special weapons.
sirmathmansir
I just got skyrim, and this patch is dragging me back to FE. YAY faction differentiation!!! Edit: Errm, you know, whenever this patch gets released. (Didn't check the version of the update button, stupid stupid stupid!)
Interesting to see those results, HappyNihil. I wish they'd show how many of those users are laptop users.
I voted yes, I have 64bit and like the idea. However I don't think your poll will have any statistical validity in demonstrating the potential number of people who will be interested. First of all, most people vote in these types of polls when they feel strongly about something. Any option labeled "I don't care" will be strongly under represented, because many of the people who would vote "I don't care" don't care enough to bother voting. Second, not all option
I agree about the pacing too, but I found the Demand Surrender diplomacy option to be a huge improvement for wrapping up the game.
Since Canadian Netflix finally got some good fox shows, I'm listening to "Good morning, USA. I've got a feeling that it's gonna be a wonderful day."
I'm not sure what sword that is, but I've found a few of the high end weapons must contain an h bomb, considering how destructive they are. However I totally agree about the panca archers. Archers with decent bows and two shots before anyone else even gets to move, they are rediculous. One of my games, I had found two of those quests, and that made for one short game.
[quote who="Kongdej" reply="3" id="3138653"]I don't think so, id rather just have it be abit higher than now, instead of having to run every gox dam item over to my "Selling Champ" [/quote] ^^
I didn't know that either, probably because since .90 I've only done large maps and invited everybody to be crushed under the heels of my glorious empire. That is a nice touch though, and one that I've missed in the past.
You're right, before .90, you could sell for 50%. However, it was at the point where I could fund my entire economy well into mid-game simply by running my sov and champs around and jumping on goodie huts and quests, and selling the goods I couldn't use immediately. I'm guessing this is the reason that shops only pay 10% now. However, I do find selling at 10% to be kinda pointless, so it would be nice to be somewhere in the middle. There is a spells button
I see what you mean, if you edit a pioneer to give it a bow and remove the weak trait, you end up with a unit exactly like a basic archer including production cost, but can make cities. Which leads to the question... why not make every unit out of a base settler unit? Even so, I'd argue that the beta is not the time to pretend a feature doesn't exist, at least until there's notice that the feature will be removed. Besides, one thing I liked about Alpha Centauri was
I had played a Gilden game over the weekend, and wanted to post a couple notes on the Gilden special ability to create those constructs. Overall I did not find the price to build one to be prohibitive. In fact, it was pretty reasonable for what you got. The problem I had with them was they had no offensive capability. Because there is only one construct in a unit, there is only one attack instead of several so it doesn't do much damage, and that one attack frequently misses.
Magnar has a rather broken ability to make legions of slave pioneers costing no maintenance and 1 production. At least there is the minimum 3 season training period (at least, I'm guessing that's why it takes 3 turns to produce something that takes 1 production). Still the rate of early game expansion this allows, even with a 100% focus on grain over materials, is completely messed up. <img src="https://lh5.googleusercontent.com/-LpgN73cKR7g/T5Yia_dr88I/AAAAAAAAADY/0Wg8UsIhgnk
It said something to the effect of all my cities build queues being completed for the first item in queue, next research would be completed, and +10% population in all my cities. It seemed pretty overpowered, but then I've only ever had one of these, so they must be pretty rare. I did get one of my cities to go up a level that round, but other than that I didn't notice any of this happening. The event stayed around in my quest list until the end of the game... but that was onl
I just had an event for the very first time. I didn't get a print screen of the fullscreen notification, but it shows up in the Quests list. So what's the deal with these events? Were they just opened up in .90? Are they random, or is there some sort of trigger?
I like that an exploring unit is now excluded from the tab-cycle of units. However, I was confused for several minutes after accidentally triggering auto-explore on a unit, because the unit wouldn't tab, and when I clicked on the unit there was no indication that the unit was in explore mode. Could we get some visual indication that a unit is in explore or guard mode, both in the army pane and in the army list (top left)? (Ok, I wasn't paying attention to the army list at the
Experienced two pathing problems... one was was going around a lake, my units (who were going to a point a fair distance away) walked through some water tiles. There was a road next to the lake, but no changes to the tiles since they started their journey (i.e. I didn't use any earth magic to sink land tiles into the water... if there is such a spell. Haven't really played with terraforming spells yet.) The other was a unit spawned in a water tile next to the c
I'm guessing this is unintentional... I built a city next to a green boundary, and I was able to place a docks into the river on the other side of the boundary.
[quote who="Magog_AoW" reply="4" id="3131143"]I love how cheerfully Brad says "What this does is open a gate into hell". He's destroying an entire world but it sounds like he's baking cupcakes. [/quote] I hear a certain ex-con saying, "It's a good thing."
It does take up a build slot... but that's not necessarily a mechanic that needs to be kept. Or maybe that's a tradeoff for getting the bonus. I'll give you it may cause some slowdown in older systems, but I'm not convinced any slowdown I've experienced is directly attributed to having 5 large cities.
I've been staying out of this convo because I'm of mixed opinions here. On the one hand, you're absolutely right about the snaking and exploits and the fact that the size of cities doesn't make sense when scaled with everything else. On the other hand, the most interesting things to look at in the game are the cities (ok, some of the quest locations are pretty cool too). I like zooming in on the special buildings and watching my minions toiling away (it would look better if di
I have noticed before that sometimes a valid settlement square (or a few of them in an area) does not display its resources, even when there are nearby squares that do display their resources. The only way I knew it was a valid settlement square was that when my settler was overtop of it, the settle button was not greyed out. I had intended to report this, and created a save file that would replicate the problem, except when I loaded from save all the squares showed their resources, s
Had a crash when creating an outpost. System: http://ca.asus.com/en/Notebooks/Gaming_Powerhouse/G73Jw/#specifications Err and Dmp: http://dl.dropbox.com/u/35106869/FallenEnchantress0_86-2012-04-06T10-46-04-34.zip
Go "Mangar", the liege of many names!
I gotta say, these are very well written, and make for an excellent read. In fact, for a little bit there I thought this was an official sneak-peak. Well done!