I thought the same until I restarted a vanilla game, which was very stable. Then I did another (large map) game with only safe modifications and now I have finished my first large game on turn 232. So for me, FE is stable. I got two crashes only but reloading the game and then the autosave fixed that promptly.
Nibelung44
But a unit design is restricted to a race, right? I seldom play empires...
Have you seen such thing, I did not, so I'm wondering if the AI has been coded to do that or this is a work to be done. Also, I never saw the AI having units on wargs, that would be horrible, as it would mean all wargs are essentially useless to the AI!!
VagabondMage summarized perfectly my thoughts. Sorry to have offended people who reload constantly though :)
I feel there is a discrepancy in the design philosophy of the team here (obviously, all is in my opinion). On the one hand, the design notes explained to us that heroes injuries have been added because it was deemed a fair price most players would accept to pay, when an hero is defeated. i.e the aim was to prevent save scumming, the act of reloading your turn in face of a too harsh event. But on the other hand, we have monsters and AI factions able to instant-raze cities
[quote who="scifi1950" reply="11" id="3307398"][quote who="Frogboy" reply="8" id="3307374"]Quoting Heavenfall, reply 1 1) When a city gets attacked twice in one turn, sometimes it will lack all its militia defense the second time around. On #1 that is by design. This would make sense if it was tied to population. A larger city would probably be able to recruit additional militia several times before they ran out, although the units should probably
#1 you mean we are expected to send a levee to trigger the militias and then do our real attack without city defence? This sounds like a loophole.
1. Open road costs, speed bonus etc. to modding. 2. propose a new order 'sentry' that is acting as Guard but awake the unit if an enemy can reach it the next turn. 3. Allow to move through allies units and even stack in same tile as them. 4. Allow visual cues on what are the move left (down to fractions), and as Sweatyboatman says, track each unit move points (don't reduce them because another unit in stack has used its move) 5. as in Gal Civ,
Perhaps auto-resolve should stop using the algorithm it has and proceed as if a tactical battle take place, only without any graphic update and at the fastest speed possible. For the player vs AI at least, I can understand this would slow down AI processing otherwise, but for the player, I believe that would be ok. At worst, just add a progress bar if in this case AR needs 5 seconds. Last, there must be a checkbox in player vs AI auto resolve wher
Instead of the 50% stated
I see. You know, I really think that Kael and Brad should ask the community for the list of small things like that. There are several such problems and they stay patch after patch, a pity really.
Hi, Title says all. I don't think this is very optimal that a AI level 3 city finds itself without a logging camp. I just captured it and this was the first building I ordered. Workshop has been built, but not the mason also. Please Brad, do something :)
[quote who="Kongdej" reply="7" id="3306963"] Quoting Heavenfall, reply 5What is the difference between deleting it and hiding it? Heavenfall is right though, if you delete the units, you keep them in your documents folder for future games, the only advantage of hiding the units is you can retrace them from "show hidden units". If you want to be completely rid of a custom units in a game, you will have to locate it in your documents folder and delete it by hand.... (
Generally speaking, summons can hold their own in the early/medium game, but once units with 5+ soldiers and weapons with 15+ damages appear (which is quite easy to get), they are not worth much.
I had it in vanilla and once it finished, almost spontaneously...
Related question, is it possible to edit a file somewhere so that a troop you designed is 'hide-able' and not just deletable? Perhaps moving their definition to the file where the vanilla troops are defined?
My point ;)
Hi, I find myself using 95% of the time low tax rate, except at the very start and then in some very rare circumstances in the end game. Is it the same for you? If yes, don't you think it means the tax rate should be modified so there are several viable choices? In my own mod, I added a 5% unrest reduction, nation wide, when you build the palace. It helps move to medium tax rate, even if it means the less developed towns suffer slightly.
I confirm I had also some suspicious mix up, when trying to add custom factions. Problem is that these mix up don't occur in a reproducible way.
Create a trade route between the captial cities of the two factions. Calvary Slave Calvalry
Not too sure here, can you provide an example using that? Then I can see if it works in FE :)
The last mission indicate : 'have the blade' but I wear it all time, so? Should I return somewhere with it?
thanks, a cookie for you (I mean karma!) :)
I need some confirmations here. Damages from staves (or the magic damage of a weapon) are armor negating, right? For example even a crappy 6-damage fire staff seems to not care about the armor of some plated knight, so I tend to think armor is ignored all together. Second, these damages even if magical can hit magical immune creatures. I'm rather sure about that... Last, are these damages correctly factored with resistances and such? i.e will they be magnified if t
Run the EXE with the cheat command, then displace a bit the caravan on the road with CTRL-T.