[quote who="flagyl" reply="26" id="3346330"]Please do NOT remove Potential. There are no perks that depend on taking the Potential path; I do not understand why people feel like a choice has to be taken away because they cannot control their mouse clicks ('It is there, so I have to take it even though I don't want it or id doesn't make sense to me'). The decision to take it or not lies with you. You are not forced to take it by any sort of mechanic
GFireflyE
[quote who="Daynarr" reply="5" id="3346341"]Allright, uploaded it. It's at https://forums.elementalgame.com/443211/page/1/ . [/quote] Is this compatable with FE?
oops. double post.
[quote who="Lord Xia" reply="291" id="3346365"] Quoting Emperor_Nero, reply 290 It has been much some time since I posted on these forums and I may be grave digging somewhat here but I just wanted to agree with those who say the move to Steam is bad. I hate steam with the red hot passion of 10 million, million dying suns.... Or something poetically tragic like that. In my eyes Steam is the totalitarians of the gaming industry. They control t
I would really rather not have a resource cost upkeep. There would be so many complications with that approach. I would need the option to be able to discard or cap the resource if I am being charged too much. Still in agreement with SBFMadDjinn for how to implement the fix...
[quote who="thadianaphena" reply="3" id="3346375"]Hopefully there isn't too much toe stepping! I am working on my own Traits and Flaws thing, and one of them I have is +1 Unit Design Trait, and -1 respectively. I also created a wonder with +1 Unit Design Trait. [/quote] Would it be beneficial to work together for a bit and come out with a single combined weakness mod ?? Rather than having users try to pick one over the other or become confused with both, would i
Is this mod compatable with FE ?
Another win for Parrotmath! Out of curiosity, what would happen if you were to conquer another faction's city that currently housed one of these wonder bases? Is there a possible exploit here in being able to build a duplicate copy of the wonder? What happens to the wonder base if someone else completes the wonder? Does it just sit there taking up space? Thanks
oops. double post.
There are 32769 rules for placing stamps? Ouch... ;)
[quote quoting="post"] My original three cities should be happy about this, but instead, because I added 6 cities or so to my empire, they now have high unrest. [/quote] 9 cities and your empire was collapsing under unrest??? Major flaw imo. 9-12 cities equates to an EXCELLANT game well played. My best 4x experiances have all included empires that were around 9-12 cities. Players should not be penalized for playing well.
[quote who="Trojasmic" reply="3" id="3346086"] There's only a 25% chance they will fix this since we've been asking for it to be fixed a long time... [/quote] lolz. ftw
[quote who="szilard_fater" reply="6" id="3345920"]- After version 0.8 no more champions have dual classes, as far as I see in the CoreUnits.xml - Before this version it was possible to switch between different paths of multi classed champions, you had to scroll the mouse wheel over the currently visible path icon [/quote] Too bad. I was really liking where dual-class was heading. Would be a nice way to spice up a character build if he had access to two trees, but still
[quote who="Kias" reply="7" id="3345955"]Yeah, don't understand the logic behind losing access because another sov is building the wonder. Going for Wonders should be a risk, and if you get beat out, you lose the time put in to the project. If I am lagging a bit in research with a production focused sov, I should be able to have a chance of pulling in a wonder by dropping Set in Stone on whichever city and trying to crank that building out before Captain Conclave builds his. [/quote]
[quote who="Kias" reply="26" id="3345999"] So yeah, would love to see a horse/warg special upkeep for mounted units. It is silly that you reach a point where everything is mounted and infantry pretty much cease to exist. [/quote] But this should resolve in late game. Also, there will always be city militia. ;)
[quote who="SBFMadDjinn" reply="23" id="3345983"]I agree with the thought line of reducing the output down to .25/stable and bringing back the 2nd level stable (to .5), but put it deep in the tech tree. Changing it to a Civ 5 style (capped output) for a single resource doesn't work, given that all other resources in the game are built up over time so we should keep to that style. It also opens up many other issues (lack of the resources/etc) that would n
[quote who="Daynarr" reply="2" id="3346035"]I already made a mod for extra weaknesses. Actually I've tested them and they all work. Didn't think people will be so interested in them but I can upload them if ppl want it (they come with their own icons too). [/quote] Would LOVE to have a mod that does this. Yes, please upload!
[quote who="Kestral2040" reply="10" id="3345583"]yea, there is a ticket in to get this fixed but other things have higher priority at the moment... Thanks for the report -Toby [/quote] There. It's been said. Let's not continue to harp about these types of bugs that are obviously in the queue or SD will start to follow these threads, and thus the communities support, less. I personally never have and never will use t
[quote who="Ashbery76" reply="17" id="3346055"] People got used to heroes being a one man army and now they are part of the army which is their typical role in these types of games.Army units should be the mainstay of the game and the hero is a support role. [/quote] This. Testers need to keep in mind that this is not FE anymore. Heroes are not meant to be able to destroy everything that crosses their path. They are meant to support and lead an army into battle and fill
Along the lines of the above, while casting the Spell of Making, your shards could/should be redirected to that end. That would mean you would take a very harsh drop on the faction power chart, most likely encouraging other factions to attack you. Since shards have been redirected, while you are being attacked, you will be hard pressed in pulling off this spell. Whenever I think of the Spell of Making, I think of the final cutscene for the Protoss in Starcraft, Broodwa
[quote quoting="post"] I know this beats half the point of LH, but I don't really like the promotion tree. When we had random choices of promotions, you had to make a decision because there were usually 2-3 you wanted out of your selections. You might not see a rare promotion again for a while, so you had to make a choice. With the predictable promotion tree, you just determine the optimal promotion path and repeat it ignoring all other promotions. &n
[quote who="parrottmath" reply="1" id="3345992"]I've never had that happen, but I do know that if I double click on a city it will add something to the que then... never what you described. [/quote] I currently have the feeling that this is what the OP is describing. This bothers me to NO END and is probably my worst frustration with the game. Double-clicking a city should NOT auto-build the top building listed in the build menu. Double-clicking SHOULD open up th
I too would love weaknesses to have a major update done. More over, I think I would even appriciate each default faction having a weakness aswell; it would help flesh out different strategies options.
I will say this much: If boats are to be fully implemented into FE:LH, I would recommend that two boats SHOULD be able to fight, and that the corresponding tatical map be of the decks of the two boats. That would make for very interesting combat. Also, water shard magic should probably be getting a bonus while on water. However, that said, I would prefer if naval combat were not added to FE:LH and instead a different approach be taken. I would love it if North-South and East-Wes
meh. Total War was too much micromanagement. I don't think I would like that combined with an already managing style 4x game.