DexCisco

DexCisco

Joined Member # 432086
42 Posts 184 Replies 907 Reputation

I'm sure you have all experienced the annoying stacks of AI units, especially pioneers, that ignore your borders, thinking nothing of trespassing. You tell them to get lost, and they do, but they only go as far as your borders and they are back again next turn. It becomes a micromanaging nuisance to keep telling them to get out. I suggest two things: When the trespasser agrees to leave your territory, a short-term diplomatic agreement is created, where the

14 Replies 8,825 Views

Several times now I have had a unit that I move a short distance and then it takes off in a completely different direction. So next turn, I move it again, and again it takes off after I have moved it. At first I thought it was a bug. It took me a while to figure out that I must have inadvertently clicked on the Explore button for the unit. It took me a while to figure out because, once you have clicked explore, there is no visual indication that the unit is set to expl

3 Replies 6,161 Views
Reply to [.952] bugs in FE Beta

The champion Araine has a hailstone staff. When she uses it, it takes about 10 seconds for the attack to land. This is different than the regular ranged attack issue where the attack comes from off screen somewhere. Doublestrike does not update the health bar of the target unit for the second attack.

2 Replies 3,457 Views
Reply to [.952] bugs in FE Beta

The Kidnappers quest is broken. It says that the rescued prisoners join you as a Pioneer, but nothing happens. I did not even have a full army when doing this quest.

2 Replies 3,457 Views

Try playing Altar with their experience bonuses, and Potential, and a henchman with Potential. Even at level 20+ it goes pretty fast. Altar city leveling is also basically as fast as you can get food because of their ability to get faction prestige from quests. 1 Prestige = 1 pop per turn. Who needs Sovereign's Call when you have 20 prestige? Of course (broken record) if population doesn't do much, then who cares how fast your city grows.

38 Replies 13,669 Views

[quote who="CHiZZoPs" reply="13" id="3219058"]As to pioneer spam, this is my idea: Outposts require 50 population to build. This way, outposts cannot be rushed.[/quote] I too would like to see Pioneers cost population, but then having the same unit also build outposts seems too expensive. Having a different unit that cost less population would be nice. If course, it is all moot if losing population doesn't do anything important. If your level 4 city is capped,

66 Replies 466,077 Views

[quote who="Kongdej" reply="34" id="3218929"]Dex, I think you are looking at the wrong end of the stick, to bring population back to being important is not about making population control the production speed, since that would just make materials unimportant and we will be standing with the same problem, but with another resource.[/quote] This is not true. I am not suggesting having population be the only factor in output, but tha

37 Replies 100,264 Views

I agree that level up buildings are a bit limp, especially some of the fortress ones. Also, this all works in theory until population suddenly goes backwards, as it does when you conquer a city. Then it kind of falls apart. Your population has dropped significantly, delaying your next city level (if it is even attainable with the food cap), but there are very few other consequences. Further, unrest is really rather static and bland, being applied at a constant le

66 Replies 466,077 Views

OK, Let me take another shot at this and see if this is simple enough and will work within the current design with only a few additions. There are three types of people in your cities: Happy, Content and Unhappy. Each city starts off with a base fixed number of content people (e.g. 80 people) and 0 Happy people. The number of content people is reduced by a per

37 Replies 100,264 Views

The population issue has been discussed in this thread: Population: the forgotten resource Here I began to discuss the idea of Handling unrest I suppose like MOM, AC and many other games do in terms of Happy, Content, and Unhappy population, each with

66 Replies 466,077 Views

[quote who="GFireflyE" reply="26" id="3217368"]Actually, in 0.951, I've really started to see the impact of population in my games. No longer is it a 'bottomless void' to be filled. The growth has been capped really well. In addition, the additional population you receive from combats accelerates your cities expansion and further caps your population. you need to consider growth strategy now.[/quote] It sounds like you are talking specifically about Magnar, with their abil

37 Replies 100,264 Views

Maybe unrest buildings should keep X people happy and X people content (with the happy people being fairly low). Happy people remain productive despite taxation. Content people are affected by the tax rate normally, with a percentage being unproductive. The population that is not content is affected double (or triple) by taxation. Each city starts with a base number of content and happy people. As the city grows and more of the population falls into the content or unha

37 Replies 100,264 Views

It would be nice if, when your champion is in a town, the Trade Screen allowed you to trade equipment to the town. You could leave equipment you are not using in a town where other champions could come and pick it up. You could also build further on this idea by making some of the artifacts that you find in various quests be items that affect the city that they are placed in. You could also make the Wildlands trophies into such items and be able to move them if you wanted

8 Replies 6,424 Views

Some items like Tilda Herbs and some skills like True Strike are not showing up in the Items and Skills menu in combat. After trading an item like a potion to the active champion, it does not show up in the items list until you select another unit and return. When moving more than one space, the FoW is revealed around the stating and ending space, but not the space in between. It is starting to look really good now though.

2 Replies 3,457 Views

[quote who="seanw3" reply="23" id="3215238"]Taxes are global gildar per population.[/quote] This is true, but with the addition of so many fixed +gildar buildings, taxes are rarely every much above Low, at least if you are just paying troop wages. At this tax rate, population contributes very little to your overall income. Heck, if you set your taxes to None, your population is doing nothing . The down sides to increasi

37 Replies 100,264 Views

It should generate an event notice like all the other events. Then you can click on it when you are ready to deal with it and be taken to the location. Having the event indicate which faction did the deed would be nice as well. The directional message, e.g. "A resource was destroyed in the southwest." isn't helpful unless you know the point of reference. Is it relative to your capitol, the geographic centre of your kingdom, or the absolute coordinates of the map?

10 Replies 29,397 Views

Pioneer spam or no, it would still be a nice addition to diplomacy to be able to cede/demand territory to end a war. I'm just not sure how it would fit into the diplomacy UI.

5 Replies 3,333 Views
Reply to Roads...yeesh. in FE Beta

[quote] Units of the same player will pass through one another in path finding rather than try to go around Units will pass through friendly foreign player caravans. [/quote] Yay!

36 Replies 35,552 Views

[quote who="Poko8" reply="23" id="3215657"]If you individually rush production in cities when the improvement should be done, the rush gildar cost is negative, you gain lots of money (probably unintended) but are stuck micromanaging every single one of your cities, which is a pain and also probably not intended.[/quote] I usually have to micromanage city production anyway because I rush build anything that will cost

87 Replies 225,163 Views

Random events Chaos: The owner of every city on the map is randomly reset. New kingdoms will have to be forged out of the chaos. Change of Destiny: The player switches to control a different faction. The focus of this tale has shifted to another sovereign.

172 Replies 672,438 Views

This has been an issue for some time, but it is an even greater issue now that your choice of city type shapes the purpose of the city for the rest of the game. When a city levels up, you are asked to choose first a city type, then later, city improvements. But which one would be best for that city depends on the stats of the city. Fortresses work well with production, Towns with food, Conclaves with essence. But does my city that just leveled up have any essence?&nbsp

23 Replies 6,127 Views

With all of the outpost spamming and pioneers sneaking around in your territory, likely you have some jerk of a pioneer plop down an outpost in some inconvenient place like a road or a choke point. Your only option to get that territory from him is to go to war, which in this game tends to last until someone is wiped out. It would be nice if foreign outposts (and perhaps cities) had something like a "Buy" button on them that put you into trade negotiations with the other player

5 Replies 3,333 Views
Reply to [0.95 bug list] in FE Beta

Forge says it gives +2 to all defense, but it is only giving +2 blunt defense.

2 Replies 1,660 Views

I don't think the AI is up to aggressive monsters. They are obviously not avoiding them now, so if you turned up monster aggression the monsters would just thrash weak AI units. I remember seeing one of Frogboy's videos where the AI just kept sending pioneers past a monster in a choke point and just kept getting killed. Until the AI is taught how to avoid them or deal with them, the monsters will probably remain dumb enough for the AI to walk past unmolested, at leas

37 Replies 100,264 Views