I think it's quite the over reaction. SD will get to 1.4 in due time. They currently have the huge undertaking of a May 22 release date that they wish to maintain, and thus dedicate all their resources towards. Once that is done and LH has settled down, I most certainly think that SD will be taking all the effort directed towards LH and transfering as much as they can back to FE in the finalizing of 1.4. Likewise, I believe 1.5 update will all in line with the final update
GFireflyE
I like being able to enable/disable side scrolling. Being able to side scroll is important, but imo, so is the ability to cursor over to your other monitor. There should be a toggle switch.
[quote who="phazonfreak" reply="10" id="3348677"]I agree, overpower would be a very sensible addition to the traits of a catapult as well as being able to build a smaller, less powerful version in midgame. Apart from that, I think catapults should become more important with the newest patch since melee (mounted) units will be nerfed movement- and attackwise. [/quote] Why can't catapults shoot burning coals ?? Or jars of greek fire? Or larger rocks? Imo, there should be a bit
[quote who="Wizard1200" reply="96" id="3348690"] Quoting Brainjuggler, reply 94 Maybe the problem is how the trees are arranged. You go from Flame Dart to Fireball, but the only other tactical spell is Flame Wave and thats way down the magic tech tree, iirc. Maybe there just needs to be better coordination between the hero skills, tech trees, and elemental 1-5 traits. Yep, the spells should be linked to air 1 - 5, earth 1 - 5, ... and there should
[quote who="NorsemanViking" reply="19" id="3348701"] This is a very good change. You can't og arround and do everything with one stack. I played yesterday and finally I had huge problems when the AI attacked my land With 3 huge stacks. Now more armies are needed earlier, not just one super army, or at least there are trade-offs and rewards to both strategies. This change improves strategical planning with your armies a good notch
Agreed. Gilden needs better Golems to become more competitive. Gilden also needs MORE types of golems to spice up their gameplay. A quick read through a D&D manual (not to courage copyright enfringement) would show that a variety of golems is available if effort were made. Clay Golem, Stone Golem, Iron Golem, Bone Golem....possibilities exist. As for Tarth, they used to be the strongest faction to play in FE. Has this swarm mechanic really hamstringed Tarth th
[quote who="OliverFA_306" reply="18" id="3348513"] Quoting GFireflyE, reply 15 Thanks for the heads up. That's exactly what I was about to try and do. Want to have the city level up at 100, 200, 300, and 400 in interval. The fact that the AI behaves differently with different city levels is very important. Look at the tags that the default setup have: Level 1: 1 to 49 - Outp
Imo, both cities and outposts should have garenteed ZofC and there should be a minimum distance that you are allowing to place an outpost to a city and vice versa. Cities should have a garenteed ZoC of 2 Outposts should have a garenteed ZoC of 1 An outpost cannot be closer than 3 from a city, and vice versa you cannot settle a city closer than 3 tiles from an outpost. Outposts can never be built within another faction's ZofC Cit
[quote who="OliverFA_306" reply="12" id="3348334"] Quoting GFireflyE, reply 11 Is there a location in the code where you can change at what levels cities will level up at? I'm wishing to play with the figures....if possible... In the Core Improvements folder, the file CoreImprovements.xml, look for the CityHub1 improvement. You will find a of the type LevelBarrier. There, you can cha
I'm hoping for a weaker type siege engine at a midway point in the tech tree. Siege should be contiguous throughout the game. Magic is a type of siege...and most certainly siege should not dwarf magic, but it should still exist imo.
[quote who="Ynglaur" reply="3" id="3348338"]Would pay $5 or $10 for SoaSE or FE 64-bit executables. [/quote] Would pay $5 or $10 to have access to switching on pedestrians on 32-bit systems.
[quote who="Derek Paxton" reply="72" id="3348339"] Quoting Lord Reliant, reply 70 New texture for Ongr the Unbound Ongr doesn't have a new texture. Ongr simply made all the other textures old. hahahahahahaha The truth is that lots of our ideas come from the forum. We spend a lot of time reading and thinking about your suggestions. That's why we have betas. The only time it becomes dan
Not seeing anything abnormal there. Canada has been doing Provincial Sales Tax for years. Each province sets its own tax. I drive to another province and buy something, I pay their tax. Seems simple enough. Now, we also have a system in place where you can apply to have that tax credited back to you if the province you live in charges less provincial tax than the province you bought in. So there is no highjacking of business and economy. System works great.
Is there a location in the code where you can change at what levels cities will level up at? I'm wishing to play with the figures....if possible...
but you could still give us the option for pedestrians on our 32-bit systems. [e digicons];P[/e]
[quote who="animageous" reply="19" id="3348183"] Quoting GFireflyE, reply 18 1. A world wonder can ONLY be selected for building IF the queue is in an empty state, thus the wonder is the only item in the queue. 2. When a world wonder is in the queue, no other item can be placed in the queue. I can think of a problem with this. A human player could still keep the wonder in a state of limbo by putting it in queue every turn and then demolis
So, I was looking through the files and stumbled across RoadLevelDefs.xml in the data\English dir... File is as follows: DisplayName DisplayName <RoadLevelDef InternalNa
[quote who="OliverFA_306" reply="5" id="3346284"] The queued pioneers exploit would be solved if pioneers required food instead of population. Don't know if that's possible with the engine right now. [/quote] Very interesting!
[quote who="animageous" reply="13" id="3348187"] Quoting GFireflyE, reply 12 Roads are color coded and owned by the faction that built them. That means that you need a treaty with another faction to get their road movement bonus. (that also means that you cannot utilize enemies roads during war) Roads cost an upkeep of 0.1gp per turn. If cities are an average of 10 tiles away from eachother, that means roads cost an average of 1gp/turn to connect them.<br
[quote who="phazonfreak" reply="4" id="3348133"] Quoting GFireflyE, reply 3 Why can't we summon a bear during tactical battle? You can summon wolves, bear, panther or naja during tactical combat with "Nature's Call". I myself am happy that FE did not become a spiritual successor to MoM and that it became its very own game. As much as I love MoM, I think it is a little overrated. It's a very nice fantas
Imo, the FE chain could still incorporate more aspects of MoM into its game without betraying it's unique nature, style, and gameplay. More summoning creatures Capital Buildings for each faction. More Fantastic creatures/mounts. More spells. More unique equipment that encourages path specific growth. It's open source. It's just a matter of taking a solid read through the manuals and tutorials and gameplay
There really does need to be some kind of 'Capital' building for each of the factions. When a hero comes to your service, that hero should show up at the capital...not at your sovereign's location. There are other aspects that can be introduced into a 'capital' building. A spell to move it's location as an example. I suppose, in short, MoM REALLY hit the nail on the head with this aspect and FE would do well to introduce those aspects into
Another solution would be to add the following two qualifier to world wonders: A world wonder can ONLY be selected for building IF the queue is in an empty state, thus the wonder is the only item in the queue. When a world wonder is in the queue, no other item can be placed in the queue. If this were intrroduced, then I would be more than fine with the current wonder system of 'he who starts to build gets to finish'. Until
Strength has been removed in 0.85 Muscle has been changed to +1 atk and -1 init
[quote who="NorsemanViking" reply="9" id="3347308"] I'm annoyed you can build roads for free..... [/quote] I'm fine if they are free.....but they should cost upkeep. Here's my thoughts: It's been quite some time now since my oringinal road bulding proposal. Doesn't seem like SD is going that route, so I'm going to offer up the next best thing. Have an Engineer unit right from the onset of the game.....or a latest, coming with th