GFireflyE

GFireflyE

Joined Member # 4452479
140 Posts 2,588 Replies 1,369 Reputation

A bit of an odd bug, no? Imo, the item you should pick up from the quest should not be equippable UNTIL the quest has finished. Else, the quest should reconise your equipping of the item when the quest ends. It is a really good quest though. XD

3 Replies 9,680 Views

+1 Very good overview. ROADS There has already been discussions about this on other threads, so I won't say much here. I will note that your idea of having 'expiring road builders' is an interesting one, and having a spell that builds a road piece is even more so. [e digicons]:thumbsup:[/e] RIVERS, FORESTS AND IMPROVEMENT PLACING This aspect of the game was removed in FE's early beta days. In the end, if you wish to expand to rivers

3 Replies 23,745 Views

[quote who="petrasvu" reply="3" id="3345862"] I am often abusing this: i put it on build list and then pushing it away with other buildings till my city gets enough powerful to build it in much fewer turns then i just releasing it to building. This way i can stop AI from wonders building, buti dont have to waste 20 - 30 turns myself imediately, i can postpone it to more effective moment in future. [/quote] This needs to be stopped somehow. Too strong of an ex

21 Replies 25,395 Views

Insteresting idea, but with that implemented, you would also have to allow for the changing of those resources to reflect your changing strategy throughout the game. I think this would over complicate the system, especially since there are many more (what I would consider to be) important aspects of the game that should be redesigned into an upgradable mechanic over top of resources. Outposts are one example; imo they should level up. Roads are another example; should be able to

5 Replies 6,516 Views

There should be a pop-up informing the player when someone attempts to build a wonder. Not knowing causes alot of uncertaintly for those that are aware of what to expect with the game.

21 Replies 25,395 Views

Maybe a little off topic, but it would solve the exploit: Imo, when a built outpost is incorporated into a city, it should CEASE being an outpost. Instead, the structure should be changed to a 'Guard Tower' (a building that should be available for construction within your city already), granting you a different static set of bonuses. Yes, that means that any bonus you may have been getting from the outpost would also CEASE, but that would be the included in the involved

10 Replies 10,609 Views

[quote who="DsRaider" reply="13" id="3345254"]I agree with the OP. Right now the game is all about getting powerful first strikes in. It's not all about the damage though. It's tons of little things that have made it so. Like starting closer, and starting with troops. The new initiative system has also allowed players to super buff damage easily using traits, and we have all this nice new abilities that allows us to cross the map in 1 turn like rush and berserk, or hit multiple people

41 Replies 41,746 Views

I have suggested changes the population points at which your cities level up to the adjusted following: 100 pop - lvl 2 city 200 pop - lvl 3 city 300 pop - lvl 4 city 400 pop - lvl 5 city add the following: 500 pop - lvl 6 city - gains you the core building of the Spell of Making Victory. The lvl 6 cities open to any of your cities, and grants the city the following ability: "you can now build Spell of Making Towers in this city"<

27 Replies 23,490 Views

[quote who="bpalczewski" reply="2" id="3343919"]I actually appreciated shield bush more and more. Due to the fact that AI never moves if it is adjacent to an enemy, I can shield bush enemies to force them into attacking troops of my choice. If you have more than one shield wielding troop, you can bash enemies into ZoC of your tank. Actually, that the only way you can force enemy to attack your hero in a first place, since they tend always to go after your weak units, leaving heroes

19 Replies 29,866 Views

[quote who="Alstein" reply="4" id="3344493"]Maybe a mage skill should reduce cooldowns. [/quote] Very interesting idea. all cooldowns reduced by 1 with a minimum of 1......I like it.

10 Replies 18,613 Views

[quote who="AlienFromBeyond" reply="5" id="3344532"] Quoting GFireflyE, reply 3 Boo :I I like being able to personalize the mods I install. Steamworks would take control away from the user. Therefore I am against such change. We need gamers to become smarter with computers....not dumber. There is nothing preventing you from installing mods by hand with the Workshop, I did it all the tim

18 Replies 25,171 Views

This, this, and THIS again! It's why I've suggested in the UI suggestion thread to have a menu system created right off the title screen to go through all the available factions, sovereigns and their factions units and check/uncheck options for what the AI has access to during the game. Obviously there should be options to delete player created items. Also, begrudgingly, with steam cloud, you could also look at many other options from the community and check/uncheck

3 Replies 10,517 Views

[quote who="davrovana" reply="2" id="3344215"]Until better road building options show up: 1.) Play mancers 2.) Train a hero to get road building Maybe stardock should bring road building much lower on the commander tree... [/quote] and that's the problem. If you don't want to limit yourself to 2% of the games potential, you're in with the other 98%: Screwed.

7 Replies 8,486 Views

I think, if done properly, cooldowns force the player to consider alternate tactics while in combat. No longer can you cast the same fireball spell every round and obliterate your opponent. You need other avenues of attack in conjuction. If cooldowns were removed, you'd see the fireball spell cost 1000 mana to cast. I don't think you want that... (the 1000 may be an exageration.)

10 Replies 18,613 Views

Got a few things that I don't really like about the Warefare Tech Tree. Currently it's as follows (note that I've placed additional prereqs in brackets behind in an attempt to keep things clean): Leatherworking --> Weaponry (prereq Training) --> Blacksmithing --> Rest of Tech Tree Training --> Drills &n

6 Replies 4,846 Views

Wow. So much disdain for Merc camps. Why hasn't SD noticed this underappriciation for this currently developed mechanic? Imo, having a mercenary camp of any kind should be OPTIONAL as to whether you want to have a troop produced. To build a unit, there should be a button on the camp that does so. There should NOT be auto-building of units....EVER. The stats and upkeep of the unit should be properly displayed BEFORE a build occurs so that the player c

21 Replies 31,960 Views

[quote who="Azunai_" reply="5" id="3343927"]hmm, with the current progression, level 6 would mean 1600 pop. if you built you cap on a 3 grain tile, you'd need more than 500 food per grain to make that even possible, and it would take hundreds of turns to get there. doesn't seem plausible. getting a city to level 5 as a prereq for spell victory could work, though (not necessarily the capital - i think "any city" takes long enough) <br

9 Replies 12,720 Views

[quote who="parrottmath" reply="5" id="3343553"]So I've got the base of your quest done. All that is left to do is to -design the man to fight (currently using Bacco). -design the quest location tree. -design the Gildar Tree. -make some icons. But that will have to wait till tomorrow. Got some other work to do. [/quote] Please make this quest compatable with FE It'll be a downloader for sure. XD

17 Replies 30,502 Views

[quote who="Alstein" reply="1" id="3343639"]enchanted backpack is +1 init. I'd suggest changing that to +2 accessories that can be carried (for a net +1) You made a good point on the mace: my suggestion would be to make some heavy weapons require chain mastery or even plate mastery Another idea: for non-hero troops, why not just get rid of individual pieces of armor, and just go leather/chain/plate? <br

54 Replies 69,598 Views

I still think that your capital should be able to reach level 6 with some kind of additional bonus building. Maybe, a key piece to the spell of making? Thus, if you want to turtle and go for that victory path, you will have the added barrier of growing your capital to level 6.

9 Replies 12,720 Views