Same thing happened to me. By the looks of the power graph, there were some serious battles in there, but I don't think anyone else got above 50 on the power scale. Is this an issue of under-defended AI cities, or just roving stacks of death? They must not be clearing out their territory well. I never leave monster dens in my territory if I have the means to clear them (even baby bears) [e digicons]:pout:[/e] .
DexCisco
You have all undoubtedly killed a pack of wolves or spiders and received a bunch of pelts or venom sacks and said "Yipee, stuff to sell" I have a suspicion that this stuff isn't intended to be just a source of extra cash, but just in case, here's an idea. So you have a bunch of wolf pelts and you take them to the store. Now you could just sell them, but the store owner also has a wolf pelt armor that costs 4 pelts and X $$$. Maybe it is like leather armor, bu
I just finished a game on normal difficulty on a medium map against 6 opponents. At least, I think there were 6 of them. I only ever saw one, and that was very briefly. By turn 65, I had seen 4 messages that kingdom X has just been destroyed. I thought, "Uh oh, someone is really going to town. I'm going to be in trouble when they show up." Then about turn 100 I got another message. Only one opponent left now. I sent my heroes scouting far an
Please add a warning message event that will pop up if you do not have anything selected for research. In just about every game I have played so far, at some point my research objective gets cleared and I spend the next 30 turns researching NOTHING! [e digicons]X([/e] If there were a turn event message "You do not currently have a technology selected to research. Pick one, dummy!", there would be less tears.
Issue is still there in 0.77 I had the Task Manager running and was watching memory and CPU useage. The CPU is usually pinned at 100% all the time, but when it gets stuck, it drops to about 66%. Total memory usage is around 1.3GB. The Next Turn button is flashing, but it just sits there. Time between turns is also slow, but that is probably due to the single core CPU I have. Saving, closing the game and reloading still allows you to continue for a while
I have two machines, one XP SP3 with +3 GB / ATI w/ 512 MB video mem. and one Windows 7. I tried playing FE on the XP machine and I couldn't play more than 5-6 turns at a time before the next turn would get stuck. The cursor stays on the hourglass and the next turn button is not clickable. I can still click on things and open windows, even save the game, but can't continue to the next turn. The FE task is using about 800 MB and the processor sits around 50%.&nb
Indeed it is. Thanks. [e digicons]:D[/e] Remoted into my home computer to start the DL.
Unless you custom name your cities, after you have more than 4-5 you can start losing track of which city is focusing on what (presuming we get to a point where cities actually have to specialize). It would be nice if, when a city leveled up three things would happen: Jump to the city so you have some idea which one just leveled. Show just the city for a second or two before displaying the level up window. Have a different image for each city level in the
How about the obvious ability: Govenor adds X exp to all units stationed in the city of a lower level than the Govenor. Levels of this trait could speed exp gain or extend the level range, as in start at 3 levels below Govenor level and work up. Other traits could add to unrest reduction, grain>food conversion, prestige, research, reduce build cost and speed, reduce maintenance, reduce troop salary .... Sounds a bit like Leaders in MoO.
If you made it so that units could heal in an outpost, they might serve a purpose as a forward base or defensive point.
[quote who="James009D" reply="12" id="3062716"]After attempting this all day, I've got it! The first episode of my "Let's Play". Hope everyone enjoys! http://www.youtube.com/watch?v=j0x8r1soQb0&context=C3d3832dADOEgsToPDskLIAnvemghVx45lPLEWBfO7 Also, lemme know about things I can change. My first recording and LP so it's all WIP. EDIT: Playlist- http://www.youtube.com/playlist?list=PLFFF70A44D1E79163[/quote] Thanks James. My son was impressed that
[quote who="mqpiffle" reply="129" id="3063580"] Quoting DexCisco, reply 126Here is a suggestion for experience distribution: If you have a high level unit stacked with a bunch of lower level units, the assumption is that the higher level unit does most of the work in winning the battle, whether actively (damage) or passively (leadership bonuses, healing, buffs) So why not distribute the experience based on the total levels of the surviving units, or flatten the distribution a
Here is a suggestion for experience distribution: If you have a high level unit stacked with a bunch of lower level units, the assumption is that the higher level unit does most of the work in winning the battle, whether actively (damage) or passively (leadership bonuses, healing, buffs) So why not distribute the experience based on the total levels of the surviving units, or flatten the distribution a little with a constant. e.g. A battle is fought that yields 100
Level 1 roads are very difficult to see, especially if they are through terrain like forests. On the cloth map as well.
They were too scared to put a description in. [e digicons]8O[/e]
I think that the different buildings were meant to be the means of specializing a city to be a population centre or a production centre or a magic centre. I don't know how well that works, as it seems people still just build one of everything. They just decide which one gets built first. City specialization and development needs work.
[quote who="VR_IronMana" reply="64" id="3061842"]Same for the person who said that a hero would join them for 9 gildar. Where? The girl who can't fight wanted 63. Another one wanted 150. Where's the under 10 gildar store at?[/quote] It would seem that the earlier in the game you hire someone, the cheaper it is. Also, I was exaggerating to make a point. I did see one join for 29 gildar. I honestly think that since some people think that heroes
I think that if a wandering group of monsters comes into an empty, unclaimed area, it only makes sense that they would set up shop. After all, you destroyed their former home. If there is competition, then they should keep wandering. It would lend yet another balancing effect to the uber hero stack. You may have to split them up and have some lesser heroes hang back for defensive purposes. I feel that after the map has been scoured clean it starts to feel pretty
Thanks to a kind beta player who screencast his games, I manged to get a glimpse of the new FE. It already looks much more engaging than WoM. I did notice some bugs in what I could see in the screencast, even though I couldn't read most of the text. If only I had the actual beta....... AI (and the player, but that's another issue [e digicons]:grin:[/e] ) casting Guardian Wind when there were no ranged units in the fight. Also cast
From what I have seen of the game so far, there really isn't much use for regular troops with champions the way they are. Here are my suggestions: Make champion joining costs greater for lower level heroes. "I'll join you for 9 gildar." Duh. No wonder there are stacks of 4-5 heroes sweeping the map. If you have to save up 250 gildar for a hero, then you think twice about which of the nearby heroes you hire and which you leave for later.</li
[quote who="Rishkith" reply="13" id="3059910"]Considering the cost of army upkeep versus the cost of champions, champions as many as you can get are the only way to go. I would like to see a better balance struck in upkeep costs. Maybe reduce the cost of armies stationed in a city? What are the downsides to going with a champion as opposed to an army?[/quote] Perhaps champions need to have an upkeep cost proportional to their ability in addition to being balanced a bit bett
I would suggest further that some traits only be available on hiring a certain champion or doing a certain quest or perhaps having a special location within your territory. This would further prevent a prefabricated research strategy.
[quote who="Frogboy" reply="51" id="3057652"](1) FE has over 3 different types of loot: Sausage, Gold, or Sausage (2) FE supports both 640x480 resolution with 16 colors OR 320x200 with 256 colors (3) FE copy protection is that the player is always connected to our server playing ala remote desktop. So there is no code on your machine. (4) Relate to #3, max FPS is 10 frames per second. (5) Music is handled through an optional Ad Lib sound card.
Text bug in description of Guardian II trait: "Armies" is plural. I think you were going for the posessive "Army's". "+2 to the Army's Dodge". Also, my comment on the look of the mountains is that they look very round. Real mountains are not bulgy protrusions like the ground is trying to burp. It is more difficul
Random worlds are another big part. I love crazy randomness, in general I'm probably too far on that extreme. I'm amused if I start a game right next to an Ogre lair and he wipes me out on turn 4. It's a little less funny when I'm 200 turns in and I walk into a wildland and every monster in there streams out in a civilization crushing tide of doom. Randomness must have some control. The world should not necessarily b