ins2

ins2

Joined Member # 4408620
50 Posts 250 Replies 1,171 Reputation

I think what the original poster was suggesting was an opening "flyover" video across the map - perhaps highlighting the competing sovereigns - like the one in the beginning of the Game of Thrones series, and then to go back to a hidden map... which would be seriously cool, but I don't think it's even close to possible....

5 Replies 11,592 Views

To point 6, unfortunately for destroyed resources and outposts there is no way in Beta 4 to zoom to them on the map. The icons joasoze mentions on the left of the display do take you to army events, city events and quest events, but not to destroyed resources/outposts. It is one of the major remaining annoyances of the game, it has been requested several times by dozens of posters, so hopefully the new Beta 5 will fix it...

4 Replies 4,686 Views

[quote who="mdonais" reply="6" id="3226390"] Quoting ins2, reply 1 Wow! With one fell swoop you took us back to the days of WoM, reversed several months of game design and development by very experienced professionals and solved the game's biggest problem (which many of us do not consider a problem, but OK)! You should become a game designer! (no, seriously, give it a shot)! Turns out I have designed dozens of

30 Replies 13,164 Views

Wow! With one fell swoop you took us back to the days of WoM, reversed several months of game design and development by very experienced professionals and solved the game's biggest problem (which many of us do not consider a problem, but OK)! You should become a game designer! (no, seriously, give it a shot)! [e digicons]:annoyed:[/e]

30 Replies 13,164 Views

I know that I've already posted these, but since Beta 5 is about to come out on Thursday and it seems to be the final opportunity to add features, PLEASE PLEASE try and add the following for all of us who like our games dangerous and unpredictable: 1. A slider to increase monster aggressiveness and roaming (from "docile" to "nasty") 2. More monster bosses (bandits, wildlings, king bears, wolf chieftains, ogre chiefs) with legendary rewards 3. Level 5 monsters such

2 Replies 1,965 Views

[quote quoting="post"] Could we pretty please with sugar on top have a slider for monster aggresiveness? As it stands now, the monsters do not punish expansion, they dont come for you ever and they dont defend their area. I want a slider like Docile - Tame - Normal - Roaming - Aggressive - Nasty [e digicons]:')[/e] And bring Umber back ! [/quote] [e digicons]k5[/e] <

7 Replies 4,186 Views

[quote who="parrottmath" reply="1" id="3225906"] This doesn't address that all weapons do not change with metal color. Is there a reason for this or just an oversight?[/quote] Could it be that some have their own "natural" color (e.g. green poisoned daggers, blue swords of ice etc.) and others are just generic metal? Just a thought....

2 Replies 1,325 Views

... or, if you want to be really cruel, you can make two traits which are available to units and heroes (on level up) as follows: 1. Mounted casting: only heroes/units with this trait can cast spells while mounted with no penalty - all others suffer a 50% penalty to their spell mastery 2. Mounted archery: only heroes/units with this trait can use bows while mounted with no penalty - all others suffer a 50% accuracy penalty Would this be doable through a mod???</p

27 Replies 12,106 Views

My 2 cents on this idea - I would consider it an interesting alternative over the current situation ONLY if (1) the allegiance brought some serious benefits to the mage in order to counteract its limitation, and (2) the ability to convert shards to your familiar element were a VERY expensive and difficult process - both to prevent abuse and also to simulate a major disruption in the global balance of magic. In this way, the mage who decides to become allied to a specific element

15 Replies 14,358 Views

[quote who="mdonais" reply="16" id="3225150"]Horses should take the boot slot, since you can't benefit from boots and a horse. In addition we should buff boots so that you have an interesting choice between horse wolves or boots. Make more +1 speed boots with armor etc. Mike.[/quote] I'm sorry but I don't like this idea - first of all, it would look ridiculous as heroes would have to go bootless and armors would remain incomplete because they have to ride

27 Replies 12,106 Views

[quote who="CHiZZoPs" reply="1" id="3224757"]In addition, we need to separate the non-aggression pact with an open borders treaty. Just because I dont want war doesnt mean I want to open my borders to them![/quote] I LOVE THIS IDEA !!! + 10000% !!! I will push for it as well, and please make it a separate post so it doesn't get lost in the shuffle !

14 Replies 8,804 Views

[quote who="Felidae1" reply="1" id="3224659"]There's an option to turn on manual building placement, actually.[/quote] Sorry, mate, but you've completely misread my post. I know about the option and HAVE turned it on, but even when I reach the river or the forest through manual placement the option to build a pier or a logging camp is missing...

12 Replies 4,265 Views

I've now played several games under .952, and I believe I can summarize my 5+5 key issues / wishes in order for the next Beta and/or the final game to be great. First I have to say this game is very close to being a hall-of-fame level game !!! It's shaping up to be everything we want from a 4x fantasy game, and with expansions and moddability it has the potential to stay popular for decades to come. WELL DONE !!! I've divided my wishes / issues into 2 ca

5 Replies 35,378 Views

This is a persistent bug from previous versions, which seems to still be there : when you begin a wildland quest (by stepping into it) and if you save and reload your game before you complete it, the quest does NOT register as complete and the wildland does NOT clear even after you've fulfilled the conditions of the quest (killed the bad guy, explored the caves etc.)... Keep up the great work, bendiwolf

6 Replies 2,877 Views

[quote who="Wizard1200" reply="5" id="3224527"]Quoting ins2, reply 2 I dislike penalties like this to enforce variety. This would not happen in real life (where any hero worth his salt would jump on a horse if he/she found one). May I propose an alternative? Can we have weapons, armor or artifacts that give great benefits but only when you are unmounted? Is this doable with the current code? If so, I can see a pair of "mage's slippers" or a great hammer which only grant th

27 Replies 12,106 Views

I dislike penalties like this to enforce variety. This would not happen in real life (where any hero worth his salt would jump on a horse if he/she found one). I would perhaps agree with a penalty to magic (casting time, spell mastery etc.) since I can see how it would be harder to cast from the back of a horse, but why defence? May I propose an alternative? Can we have weapons, armor or artifacts that give great benefits but only when you are unmounted? Is this doable w

27 Replies 12,106 Views

I'm sure you've gotten this bug report before, but just in case: in .952 there is no longer the option to turn pedestrians on for cities or buildings. I'm hoping this is only a temporary issue and will be re-instated in the next version :) Keep up the great work, Bendiwolf

0 Replies 1,199 Views

This is new for .952, but if you use other buildings to expand a city to reach a river you can no longer build a pier in that river. The same goes for logging camps and forests - if the city is not founded next to a forest, then the logging camp never shows as an option even if the city eventually expands to reach one. I'm not certain if this is a bug or a feature, but please revert it to the previous situation - it is one of the cool benefits of multi-tile cities! <

12 Replies 4,265 Views

This is a bug I've encountered 3 times already in different .952 games and I've never seen before: Sometimes the waterfalls at the end of rivers are "floating" above the tile where they should be in instead of on it. EDIT: here is a screenshot of the bug with my sovereign standing in the adjascent tile: [url=http://postimage.org/][img]http://s11.postimage.org/ogjv1lngj/Screen_Hunter_01_Sep_08_11_40.jpg[/img][/url] [url=http://postimage.org/]photo upload[/url]</

12 Replies 4,762 Views

[quote who="joasoze" reply="8" id="3221729"]I have started getting crashes in tactical combat, and have reported them. Apart from that I mostly like 0952. The biggest problem now is that the world is too tame for me. There is no risk to expansion anymore. You dont have to fight the wild to expand, just slap some mites and wolves. [/quote] I seem to recall that they changed the default difficulty from "normal" to "easy" - have you accounted for that?

13 Replies 4,333 Views

To reinforce the OP, I am loving 0.952, and I am happy to report that: 1. the tactical battle slowdowns that I was frequently experiencing while playing 0.951 have yet to appear in 0.952... 2. I LOVE the new method of indicating which units have moves left (the green border around their icon) Now if only they provide a UI button to zoom to the map spot where one of your resources is destroyed, my three main issues will have been solved :)

13 Replies 4,333 Views

[quote who="keli2" reply="1" id="3220411"]By resources I mean everything other than gold. If you play with sparse resources and you don't have any medal, why should you be able to deck your sovereign/champions out in mail/plate from your own shop with only the tech. [/quote] But isn't that like saying that if I go to buy a shirt in a store in RL I need to fork over the money and also give them the wool and yarn? :) The whole purpose of a store

16 Replies 15,146 Views
Reply to City management in FE Beta

I agree with you - at the very least, the upgrade bonuses available for outposts (wardens, high tower, stables etc.) need to be made available also for cities.

3 Replies 1,436 Views