I had a glitch just now, what happened is a monster attacked me, and while I was in combat, I clicked on the portrait of a monster in the initiative queue to bring up it's details. When I brought up the details, the music changed to outside music (which often happens when I bring up monster details), but also translucently overlayed overtop of the monster details was General Carrodus gloating about his latest technology. Once I clicked out of both windows, I found the combat controls to b
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[quote who="Frogboy" reply="24" id="3100736"]Win7 64-bit lets FE use 4GB of memory. On XP it's only 2GB.[/quote] Hmm... I'm on win7 x64, and I have 8gb of memory, but last night when I was playing I was getting a lot of slowdown on Next Turn. Medium map, 3 rival factions remaining. What was happening at the time to cause the slowdown was... I pretty much had the game wrapped up, and I decided I wanted to go for the spell of making victory. I didn't really need to worr
Wow, I didn't realize that that would be a revelation, but I'm glad it helped. [e digicons]:thumbsup:[/e]
I liked the outlines in WoM because it felt like part of the overall artistic style of the game. I know some people felt the world was kinda empty feeling, but I had some great screenshots when I zoomed way in (no zoom limiting) and made the capture low to the ground to highlight the hills or the peasants (back when there were some). I'm not married to the idea of the black outlines, but given that FE doesn't really have an artisitc style separate from WoM, I feel we might as we
[quote who="Kongdej" reply="3" id="3119865"] Quoting Patho, reply 2 I don't find the initiative order of units up the left hand side of the screen particularly readable or intuitive. Is it possible to re-configure or mod the screen layout, so I could if I wanted have the initiative order along the bottom of the screen in left to right reading order? You don't? Only problem I have is when my heroes is going to have 2 turns in a row - t
That's awesome, I'm so glad you made the choice that differentiation trumps customization, and everything you said sounds great. Sounds like Magnar is getting a lot of love (I'm sure other factions are too). I think you are right on the money for damage types, but for damage resistances I have an alternative proposal... instead of making them 100% effective, make a few armor/accessory slot items that are 25% effective each and weak in other ways. That way, if one wa
I frequently seem to run into a problem where somehow my research is set to no research. I don't know how long this has happened, but it results in several turns of wasted research potential. Is there any way we could add a check to the next turn button that prevents you from going to the next turn if no research is selected?
I kinda like it just the way it is. A guardsman unit with warhammers would have different training than a cavalry unit with maces. That's my 2 cents anyway. I'd sorta like to be able to give them magical accessories as I could afford them, but I'm good with the way it is.
I use tab to zip through units with movement points remaining. But I like the idea of having the unit list flag units that are inactive (no assigned task such as guard, explore, or move to point) and haven't moved yet. I'm not in front of a game right now, but I don't remember anything visual to flag unmoved units...
Just thowing an idea out there, what if instead of having the shard automatically change types, what if it required a corruption/purification spell. That spell could have a range of 0 (with allowance made for a shard that's integrated into a city), and could require the caster to hold a particular consumable component. In addition, the shard type could dictate the type of surrounding land (let's say a 6 square radius?), such that even if empire took ov
Agreed, I noticed the same things. Maybe something like a poison spit attack for the snake in the crevice and a rock throw for the mountain crusher (haven't had the mountain crusher yet, so I don't know whether that's appropriate or not. Just a guess based on the name). I just had a game where the jungle with the rain elemental dude separated me and my highest rated remaining opponent... General Carridus or something like that. The rain elemental himself
I've only had an hour or two to play so far, and just wanted to give some first impressions on the beta (0.86). Right off the bat, the UI looks terrific. It really gives a great first first impression. The tutorial videos that work are informative, including a couple tips that could be overlooked by someone coming from War of Magic. I started with Ceresa, who was a favorite of mine from War of Magic. I see from here t
I haven't played in a while and haven't really been keeping up with the changes, but now that I'm back I went ahead and skipped directly to the new beta. I'll try to avoid listing intentional changes as bugs but no promises (gaaahh! There's 4 staffmen in my first unit?! :P) OS: Win7 x64 Specs: http://
Chaos: This multiplayer only global enchantment switches all clients to the gold version (plus multiplayer) for the duration of the enchantment. Any clients that crash during this time will be end game for them.
One more thing to point out, since I don't see it anywhere yet... if you're having problems with the creatures overpowering you, I'm pretty sure you can turn off wandering monsters when you create a new game. It's in the same place as where you turned off minor factions (which really aren't a hindrance unless you attack them). I've never tried turning off the wandering monsters before, so I can't say this with 100% certainty. WRT Diar's Weapons and Armour advice :
I think the framework for population being so important is already there, between population as a resource and population as a tax base. For the tax base, so long as I place importance on heroes or raised units from the negotiation tree in the game I'm playing, the tax base is already important for giving those heroes the best equipment (in many games, I just rely on units, and at some point gold is no longer a limiting factor). For population
[quote who="LujanD" reply="44" id="2850416"]As far as I could tell, Brad was showing off the game and NOT his skills. I can see how it's amusing and definitely worth a good ribbing but there's no need for spite. [/quote] What Lujan said. To be fair, it makes sense that if one was going to make a demo of the game in a very short amount of play time, one would choose to research Logistics before Equipment, because of the extra time needed to pump out a group unit. Like
So I was playing my first game with the expanded factions, and my loyal golems are making minced meat of the enemy (what can I say, I like the arctic tileset)... I looked up at my resource list and noticed I had a couple elementium. I thought it was odd that I have any Elementium whatsoever based on the fact that I only have Adventure researched far enough for lvl 3 goodie huts and quests. But a couple turns later, I got one more. I searched around, and discovered that my capit
That was hilarious. I particularly liked the team of unarmored staffmen [e digicons]:rofl:[/e] . Frogboy, I think I'll buy your line that you felt sorry for the AI, just because of how funny that was. I just hope that newcomers who use that tutorial think..."OK, I just won't do what he did" instead of "He wrote the AI, and he can't even win a game? Just how hard is this game?"
I don't see the current armour situation as broken, just a little overpowered as well as underutilized by the AI still. IMCO, the bigger issue is lack of focus in AI tactics when researching. So focusing on the other aspects of the blink archer exploit: Blink: Limit the range to 3 squares. That way a 3 combat movement unit can shoot and jump 3 squares, a 4 combat movement unit can move one square, shoot, and jump 3 squares. They can get cornered or e
You're right about the auto-explore. There is an old bug with auto-explore, particularly with ships (but I seem to hit it occasionally with land units too) where auto-explore will prevent you from being able to end turn. In the past, I have been able to workaround the problem by turning off autoexplore and manually moving the units that were previously set to auto-explore. But definitely stay away from auto-explore on ships. I haven't built ships since version 1.1, so I di
I'm with the OP, the early game is dreadfully slow. I really enjoy the game overall, but the even though I have more experience and won't get killed as much as the OP in early game, I find the early game has to play out the same way every time: build tower, labour pit, farm, housing, while you build a couple peasants for defense as materials become available, and finally a archivist, then start researching equipment (not necessarily first, but one of the first 2 or 3 techs). A