Does the city details screen properly show the corrent number of defenders for a given city? I've had it several times now where I look before hand....it shows a number (say 2), and then I enter combat and there is more (say 4). Has anyone else been experiancing this?
GFireflyE
I've been noticing this with surprising consistency: The AI, whenever they build a city, do not necessarily choose the most oppertune locations. Without being able to compare surrounding resources, I've noticed that many AI city locations are 1 or 2 squares away from a river or forest tile. Without the 'snaking' mechanic, they're WASTING precious resources by deliberately building away from these naturally abundant locations. It's frustrating for me aswel
[quote who="seanw3" reply="18" id="3254379"]I plan on making one of my mods add a scenario level story to the sandbox. It will likely be smaller, but give a non-linear quest line that advances your nation as you play the game. It's so nice that the questing system lets the AI go on quests like this as well. Looking forward to the campaign. Give them hell on release. [/quote] This and I say again. THIS. The original concept I had first though FE was goi
Being able to obtain an enemy Sovereign as a hero only SOME of the time is really quite frusterating. In my current game, I have destroyed declared war on Ceresa...destroyed her last city....waited the 10 turns to talk to her...demanded her surrender....and NOTHING. I can't have her surrender to me. She refuses to. So now, because of a random AI decision, I lose out of another hero. I recommend that enemy Sovereigns be able to join you through 3 different ways.
30 hrs for me
[quote who="Glowing_Ember" reply="1" id="3254319"] err, aren't we still on 992 or is this the second mini-micro-teenie-weenie update ? [/quote] oops. I keep doing that. yes. 0.992
I thought this problem was already addressed, but I've noticed that when I raze a city, the resources are not restored to the tile the city was on. Even when I reload my game, the lack of resources from the tile remains. See image below. http://imageshack.us/a/img854/1151/game15razedcity1.jpg Was this supposed to be changed?
[0.992] Please read below for posting on [1.0] Per essence enchantments that are already active on a city are still not properly updating if the amount of essence that city provides is increased. In the example below the following steps occured: Propaganda was cast, granting +4 gildar from the 2 essence Scrying Pool is completed, granting additional 1 essence Meditation is cast, granting +3 mana from the correct 3 essence Prop
Bump So, in addition to the ctrl-N slowdown, I've also found out that multiple loading/saving of the game also grinds the game to a halt. Is this going to be addressed before final release?
Naturally this can be a bane of beta testing, but I really prefer the old sfx that was used for building city and resource improvements. The new ones in 0.990+ I find to be very bland. Anyone else have similar view?
Resolin or Pariden. They have 'enough' magic to make the game fully dynamic.
[quote who="Publius of NV" reply="28" id="3253936"]I'm starting to regret posting the pic of the pony. Any minute now someone will start a thread saying that the pony is OP and needs to be nerfed. [/quote] no no. The pony isn't OP. The quest to obtain it is UP.
Apparently this isn't a bug...it's a feature. However, it sure is an annoying one. [e digicons] I would much Much MUCH prefer for the outpost to be connected to a city, and the resources in the ZoC to be connected to the outpost. As is, you end up getting resources that you can't build in the proper queue order you want because they've been assigned to a city other than the one you want it to be assigned to. I don't want my fortresses to build
Agreed. Roads don't seem to be working right.
The Arcane Monolith is the salvation to pioneer spamming. Problem is, only those with Enchanters trait gets them. They are fantastic though, as your city queues are released for more important things. I suppose this is somewhat balanced out for Pariden because they have a +25% building penalty. Nevertheless, I wish all factions had some alternate way of creating outposts so that you wouldn't have to SPAM so many bloody pioneers. ps. I st
[quote who="seanw3" reply="26" id="3253542"]If you have Pariden, this gives you an extra 4 summons. That alone is powerful. Especially if anyone else had figured out how to build an uber army of elementals. It's kind of crazy, you have to have a plan for it on turn 1 and it pays off on turn 300 or so. God I love this game. [/quote] Interesting concept. I wonder if this strategy could work.....Resolin seems to be able to do it with the shards.....Pariden with the summons....hm
[quote who="parrottmath" reply="11" id="3253553"] Quoting seanw3, reply 10 Maybe Pariden should get -1Hp per level, but +2Hp per earthshard? That could be a nice balance. It pushes them to really go after shards. Why not life shard? For balance I think +1 per life shard would be sufficient. [/quote] Agreed...if any shard, it should be the life shard. But then Pariden would also need a spell to convert shards to lifeshards.... [
+3 MOVEMENT!! [e digicons]8C[/e] Just an Ogre for that??? WOW...that quest is WAY underrated!
[quote who="seanw3" reply="24" id="3253527"]Familiars should play like a mini-me. They need to be meaty but with little armor. Say 50Hp and 4 armor. Something you use to lead a minor army, but no something you would use against another Sov. Their inherent lack of Spell Mastery makes them weak against anything other than peons and militia, but against those they can cast a decent fireball. Also, doubling your summons can get ridiculously strong with the right Sov. Especially if you are focusin
[quote who="Kestral2040" reply="7" id="3253508"]THERE ARE SO MANY WORDS. [/quote] how's the grammer? XD I kid...I kid...
Great post!!
Well, Frogboy is doing a series of AI versus AI.....we'll see soon enough if Pariden or Resoin make it on the list. ;)
This isn't that big of a deal to me....you can always change it when you get the unit. Takes 1 second. To change it: Select the appropriate submenu (ie, skills, spells, etc). Then select the circle behind the item you wish to appear in the quick menu. Then click on the quick menu where you want to item to be. Ta da! Done.
I too do not believe in the auto-turn feature. Call me old fashioned, but end-turn feature gives no chance at the game ending your turn before you've done everything you want to do on your turn.
Awesome vid. Nice to see the CEO getting his butt kicked. XD I kid... So, about those unit designs: Question#1: If you design units for a said race, is that unit available for all races, or just that said race? Question#2: If you design units for a said race, and in future game the AI is able to build those units, will they build them if your a bad designer?? Does the AI understand how to differenciate good designed units from bad designed ones? Than