8.5: changed "form" to "from" in all change logs Oh, and even less ogre crotch.
DexCisco
Doesn't Steam do that automatically? When I have had crashes, Steam then takes a bunch of time updating the game.
There does seem to be an issue with the wildlands. The wildlands creatures used to stick to their territory much more. It actually made them harder to conquer because they were so well defended. Now you have deadly stacks wandering the map right from the start (and ignoring the AI of course). I have had games completely stall because of strong or deadly wildland stacks parking outside my capitol. I don't mind the lesser spawned recruits wandering a bit, but t
There seem to be several issues regarding outposts that people have problems with: Cost Consuming a pioneer to build an outpost is expensive, especially compared to Pariden's relatively cheap Monolith. I have already weighed in on this by suggesting pioneers be merely immobilized instead of consumed, just to keep within functionality that already exists in game. Connection to Cities This isn't just
I usually forget about upgrading outposts because they are disconnected from your city building queues. Once I remember, however, I usually put in stables for the faster movement. If necessary, I will use High Tower in long empty expanses to reduce the number of outposts needed to get through an area. Occasionally I will build a Consulate if growth is really bad. The rest of the upgrades I leave out because they are so limited in their area that they are not worth it.&
Ditto. You can't clear the tech selection screen. I had to kill the game to get out. I did get the Steam achievements though.
I would be interested in trying out Pioneers that cost population to build, but that are not consumed by building an outpost, but are immobilized for 10 turns. No complicated mechanic of refunding population. No necessity to create a new unit type for the AI to have to learn how to use. The pioneer would allow you to slowly expand your territory in a contiguous manner and eventually found a city, or rush out without the delay of building outposts to grab habitable spots.&nb
[quote]Fixed path finding bug that caused any AI units that intersected during movement to cancel their destinations. This prevented AI units from being able to effectively create armies or get around late game (basically crippled AI movement late game)[/quote] Since this patch includes a fix to such a game changing bug, might I suggest you release it sooner rather than later. If all it was was balance adjustment, we could wait, but this sounds like it will significantly increas
I have uninstalled the beta, deleted the directory where the crash logs are stored, deleted the install directory, then installed FE 1.00. When I launch FE, the screen goes black and then a popup box comes up with the message "Failed to initialize display". I click OK and it goes back to the desktop. I have reinstalled the latest video drivers (not that they have changed since I last did so), but no change. The beta was working fine on my system.
Don't forget the plurals and possessives.
Not sure what is so special about this tile, the mountains, being stuck between two locations, but the tile yield is not showing on the map. It shows in the popups as buildable and I did build on it. Also, playing as Tarth, I am still getting attacked by monsters. 
I'm pretty sure you can get factions to talk to you by talking to someone else, then using the arrows at the top to switch factions. It's a hack, but it works.
Just a couple notes from a recent playthrough: Bugs Gentle Rain does not update when you build an Oracle to increase essence. Tooltip for Town Hall says +0 ZOC but it seems to add one anyway. A Dark Wizard is NOT a weak monster. Despair = -30 HP per unit. That is insta-death for even some strong armies. Suggestions There are lots of unrest buildings but few sources of unrest. I suggest having monsters
(20 crash reports later...) Yay! I was losing hope. And right before I begin seriously considering going to Windows 7 to play XCom. [e digicons]:borg:[/e]
You could also make it so that anyone who crosses your territory without a treaty is fair game for attack. They know that they are at fault, so there would be no declaration of war. If they manage to sneak through, then they have pulled one over on you, but if you catch them in your territory, they risk losing the units. That way you don't have to worry about constantly threatening war (that never happens), only to do so again next turn. Either they sneak by
I think that one area of combat that is missing from FE that might bring some balance to the quantity vs quality balance involved in soldiers vs champions is having your surroundings matter in battle. It should matter that your unit has X allies nearby and Y enemies. It should matter if you can get attackers on either side of an enemy and flank him. Currently, where you move your units in combat matters very little, so long as you can attack. If being surrounded reduce
Font issues: The font in the book at the start of the game could be a bit bolder. It is difficult to read. The +s in the tooltip text are hard to distinguish from -s. The vertical line is antialiased almost out of existence.
Ok, I rebooted and the fonts are all purdy again. I guess the sovereigns were just a zombie mod. Thanks for the help Derek. (too bad about Capitar and Umber though [e digicons]O:)[/e] )
After installing the 980.063 patch to the full install, I can still start a new game, but the fonts are still messed up. Was the extra equipment on the sovereigns and adding Capitar and Umber a feature, or is that some sort of throwback? It's just the plain sovereigns with their 1 piece of equipment now.
I actually uninstalled and then used the full installer. I can start a new game now, but there are some differences from when I first started 0.98. For one, Capitar and Umber sovereigns were there the first time, now they are not. The other sovs had armor, now they don't. Now also most of the text is in Arial or something. It looks really bad. Grain and Material numbers are tiny and unreadable. I will try the exe.
When starting a new game, right after exiting the world options screen, FE crashes. Logs sent to support.
[quote who="mqpiffle" reply="27" id="3227950"]Starting locations NEED to be somewhat standardized, or at least have the option to be, to be an effective strategy game.[/quote] Instead of a contrived means of forcing starting locations to be similar (which just removes the issue for your first city, not all the nice spots near your starting location), cities should just be less affected by location stats early on. Availability of resources represented by the location stats should
Since population is of such little use now, Grain is the least important. Building on a spot with high materials gives you instant production, so that is important. Essence can be turned into +Grain or +production, so it is the most useful because it is the most flexible. Now if the rules changed.... [e digicons]O:)[/e]
[quote]There was a Fell Dragon that was completely inert for 30 turns even though it was in Magnar territory and dozens of armies went past. It didn't start moving until my armies first scouted it. If I went back to an earlier save and "scouted" it with Ctrl-U, it would start moving and chasing AI armies. But, until I revealed the map, it didn't move.[/quote] This makes me think that the devs will eventually come out and say "Oops, looks like what everyone has b
[quote]Doesn't build enough outposts to claim undefended nearby resources (people say they expand too fast? I've never, ever seen that in Beta 4)[/quote] You obviously don't have Tarth in this game [e digicons]:)[/e]