[quote who="parrottmath" reply="128" id="3383439"] Quoting salikgyula, reply 126 How to rollback to 1.2? I am bored with 1 city AIs. De Opt out of the beta [/quote] and how would you opt out when the beta is done? Steam will force the update on you if you didn't turn it off in time. Then you are stuck with it....
GFireflyE
+1 I too have noticed that it is now difficult to see the movement borders in tactical combat.
[quote who="sjaminei" reply="18" id="3382032"]I think what many of us want is more of somewhat predictable events happening throughout the game, and not a *clean up all the harass units challenge*. And that is not limited to only higher difficulties, so if some scripting is easy to add to the end game for instance, it would add a lot of depth to the game without necessarily being to difficult/time consuming (hopefully) For me the game is essentially survive the early AI onslaught early game,
[quote who="parrottmath" reply="74" id="3382064"]Will the AI be scary in this update, will I have to reduce my level of difficulty, Only time will tell. [/quote] I've been thinking the same. AI are going to be ... [e digicons]}:)[/e] Also, made a small adjustment to my balance recommendations made on page 1 of this thread.
[quote quoting="post"] Update 2: New check in. + AI Removed conflicting code that caused monsters to behave outside the control of the AI + AI Monsters more careful about leaving their lairs unguarded. + AI Updated the area threat evaluation to include stationed units. + AI champions significantly better about taking out enemy outposts and grabbing goodie huts on the way to another destination + AI better at building more lethal
Brad, Thanks for taking the time off-hours and digging into the AI a bit more. I can totally see your passion for this product you've put together. You've already set FE:LH as the benchmark to beat for all future 4x games, but I love that you see that benchmark being able to continue to rise. In reading your OP, came across this: "However, after wiping out the AI one too many times because its cities were poorly defended I decided to look at this f
[e digicons]:borg:[/e] should you choose to accept the mission.... (theme song running in background...) Good luck!
[quote who="Victor5" reply="66" id="3380855"]After a lot of isolating specific mods, I can confirm the issue with DLC armor not being equipable was caused by a unique combination of mods I was using. I believe GFireflyE doesn't use Children of Storm (according to one thread where you mentioned that), which would explain why all of your sovereigns can use the armor and some of mine can not. So it's good to know this isn't a problem with the game itself. Lower
[quote who="Victor5" reply="2" id="3380701"]Agreed. For defeating him, I'd go with either a giant bone club weapon (with a unique over-sized model), the skeleton himself, or both. [/quote] doubt they'll update a DLC though...
the role I pick the least is warrior. Assassins are way more efficient. However, as for the rest, they all have their place. Defenders for when you don't have a solid fortress up and running for meatsacks. Commanders for ...unique...abilities... and then a couple of mages to obtain the spectrum of magic.
or how about a giant skeleton. XD just sayin' ... having Tim on your side would be pretty cool...
[quote who="merlinme" reply="78" id="3380230"] Don't get me wrong, I'd prefer it if the AI provided more of a challenge when you're fighting epic battles against the strongest enemy faction in your game. But on the other hand, if you have a Stack of Doom, I don't think it should be a great surprise if it kills everything. [/quote] Hence....stack of DOOM! XD
[quote who="Maaarrr rrrkkk" reply="76" id="3380146"] I can start by casting freeze, wither, pillar of flame, tidal wave, to weaken the stacks a bit. [/quote] It sounds like this is the problem....not the battle itself. Not sure if putting cooldowns on some of these types of strategic spells would help mitigate spell spamming....there should be nothing wrong with casting a strategic spell and thereby you shouldn't be penalized for it ... yet they are powerfu
[quote who="Derek Paxton" reply="50" id="3379983"]Ive checked all the sovereigns and they can all wear the assassin's gear in my tests. There are some special champions that cant wear it (Ascian, the Golem, etc). But that is intentional (they can't wear other armor either). If someone has a save game with a sovereign/champion that can wear other armor but not the Assassin's armor I'd love to check it out. As for rariety is the same frequency as oth
just got this one happen to me. Chose the research option and received research...cause it finished off my tech and had to chose a new one.
Good Morning Playing with your Necro mod again. Sent you a PM on the Spectre a short while back. Here are some other notes about the mod for your consideration: Just noticed that you have Wall of Bone and Horde of Skeletons both under the same trait Greater Necro. Not sure if this is a good idea or not, but would it be worth spreading these summons out a little more? Perhaps move Horde of Skeletons to Master Neco, but make them a little tougher? This way e
Just came across Bonesplitter. The Quest says he's 'Deadly', but when I see him roaming, he's only 'Medium'. After engaging him....he probably should be considered 'Stong'.
Inquiry: Some factions make use of an Explorer unit instead of a Scout unit. Does this mod take that into account?
[quote who="tjashen" reply="14" id="3379403"] Hmmm, that is currently listed in the FE Mods forum, which is why I missed it... [/quote] no wonder it wasn't getting much attention. XD Changed to LH Modding.
Is it possible to set up a 'low quality trees' setting that would significantly or meaningfully reduce the strain on the draw codes?
[quote who="davrovana" reply="5" id="3379290"] Quoting GFireflyE, reply 4 Is it just a feeling that catapults shouldn't be associated with 'Drills' and that it's more of a 'Blacksmithing' tech? This. The catapult is distinct from archers, and that's good. Archers are cheaper, but the lesser catapult's splash damage ability can be huge. What if it was unlocked by 'Education' i
I'll toot my own horn: It's a small one, but a mod none-the-less: Improved Catapults: https://forums.elementalgame.com/445925/page/1/
I do wish the diplomacy UI would allow you to hover over the 'declare war' greyed out and it would tell you in a popup as to WHY you cannot declare war. Sometimes it's very mysterious. A lot can happen in 10, 20, or even 30 turns.
[quote who="parrottmath" reply="12" id="3379020"]If you play on difficulties higher than challenging then the monsters will attack your cities more than the AI, as was told to us a while back, since that adds the extra challenge to the game. [/quote] Agreed. Which was why I really liked playing on challenging/challenging. I like the AI to play by the same rules. I just didn't like how it wasn't challenging under those rules.
[quote who="parrottmath" reply="9" id="3379011"] Quoting GFireflyE, reply 8 Quoting joasoze, reply 7 Dont build cities close so that the city borders will activate the monsters. Which is a bit of a catch-22 because the AI doesn't follow the same 'rules'. You're stuck with losing a city location to the AI's sub-optimal choice to which the monsters are released and they ignore the AI a