GFireflyE

GFireflyE

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

??? I just did it last night in 0.951. used 'raise land' to raise a single tile 2 times, which turned the next tile by the shore into plains. So I did 2 times on that tile too, which turned the next one out into land...but good luck reaching that. Result was that 2 tiles became impassible mountain tiles. Not as tall as natural mountains, but it did the job. and 50 mana is too cheap for such a powerful spell. Even with the 4 castings required,

4 Replies 4,735 Views

I've never trusted autoselect (or automove) in any game. can add auto combat to that list aswell. Nothing personal against stardock, and I hope they can prove me wrong; just am OCD about managing my troops. XD

4 Replies 4,372 Views

I usually experiance slow downs when AI has cast a spell. The casting animation occurs, but then hangs for a moment before the spell animation deals its effect.

4 Replies 1,418 Views

yeah, I get the 'snow-trees' from time to time. It fixes with a little scolling effort. I had a big one where I zoomed out into another plane of existance. Colors and shapes and all sorts of things. See my 0.951 gaming thread for a picture. Had to restart the game to fix that one...

1 Replies 1,812 Views

[quote who="Javaslinger" reply="7" id="3216636"]Neon any color for text against a black screen should be considered a terrorist attack and treated as such.... [/quote] I'm sorry. :'( I copied it from another thread and I don't know what color to pick as I can't seem to pick the original color. I'll grab something a little less intrusive. (Wanted a color change to separate concept ideas in the other thread I was typing up) Gotta admit thoug

15 Replies 56,959 Views

The entire concept of roads doesn't work, imo. Two systems are trying to mix and it isn't doing a good job of it. On the one hand, your roads auto-build between cities once you acquire the trading tech. On the other hand, you are given a 'chance' at one unit to modify the existance of roads. In the case of Mancer, more pioneer spam is encouraged, as you want them for road building too now... Here's my current concept for road design in FE:</

15 Replies 56,959 Views

[quote who="Frogboy" reply="1" id="3215949"]There is a new mechanic in Beta 4A where there's a penalty if a city isn't connected to the capital via the zone of control. I wonder if something like that might be beneficial for resources. I *personally* prefer using the ZOC because it represents the area that is supposed to be reasonably safe -- you've civilized it. [/quote] I don't like this concept at all. City sites are hard enough to find al

16 Replies 14,527 Views

Could work. They'd have to be fairly early techs though, else (due to their potency), there would only be one strategy to follow in the game: Tech to pioneers to start the spam. It wouldn't solve the problem, only delay it...and penalize the poor player who didn't realize it. In conjuction with another recommendation I made (scouts build outposts) one could have the following: Training Tech (Warefare tree): Produce Scouts. --> This gives you outposts and

3 Replies 6,352 Views

October 16th? That seems quite soon considering the number of bugs and glitches and concept ideas that are still being tossed around on these threads. Now, I'm no programming expert, but I just think that 1.5 monthes ain't going to be enough time to address everything that needs addressing... Being the end consumer, I'd rather the game take longer to release, but release right...rather than the other way around...

11 Replies 13,313 Views

[quote who="Madcatter" reply="3" id="3216218"]He meant Betrayers, the faction ability, combined with Natural Leader from sovereign traits. The first allows you to recruit either Kingdom or Empire heroes. The second gives you -100% costs (free) when recruiting. Basically, it allows you to gobble up any loose heroes. Personally, while I think it's a very powerful combo, it requires you to reach the target before somebody else does and sorta forces you into pursuing the hero line so you get

22 Replies 15,315 Views

Overall, patch is a MAJOR step up!! GREAT JOB! Also, 0.951 definately runs a lot smoother than 0.95. After playing a few minutes...I mean a lot of hours... [e digicons]:blush:[/e] ...still a few conceptual tweaks that need doing: Roads need to be built differently. Dont' like micro-managing them, but also don't like having them outright autoplaced. Should have a build option to construct upgradable road segments. Pioneer s

87 Replies 225,256 Views

[quote who="Alexspeed" reply="144" id="3216210"] quoting post (9) Before anyone asks, no, you can’t transfer your FE serial to Steam. I can’t go into the details on why this is so don’t ask. Just assume it has something to do with gold plated rocket cars or something. This is basically unacceptable for me as a customer and longtime supporter. You are punishing those who supported you and preordered the game early. This

172 Replies 672,560 Views

Beta 0.951 I’m going to continue to write notes, as I did in the previous beta version, for some of the games that I’m going to play. Please feel free to comment or question anything mentioned within this thread: I ran the update file without any hitch. Don’t know if the options reset back to default or not…looks like my preferences have been maintained. Game 5: When selecting your sovereign, recommend two new circles:

4 Replies 1,625 Views

[quote who="Frogboy" reply="33" id="3215201"]The idea behind raze is to make it so that the city is just gone and can't be built on in that area again (we expanded the # of tiles raze effects too). That way, the game moves along. Having another half dozen cities to suddenly manage isn't fun (at least I don't think it is). [/quote] But the game doesn't move along. In fact, you're empire has taken a step backwards. It now has to fallow al

51 Replies 33,378 Views

That's only half the problem Bingjack . The other half is that you have to pioneer spam at the beginning...and it takes away from all the other stuff you need to do in the queue.

24 Replies 14,574 Views

In MoM, when you built a pioneer, it would cost upkeep. Even when that pioneer built a new city, it was FIRST an outpost for several turns that still charged an upkeep. This mechanic helped prevent pioneer spamming as doing so could easily put you in the red. Maybe something along those lines worth considering? If a pioneer had an upkeep of 3gp/turn, I sure would pay more attension to making sure I only had a few out at any one time. Problem is that pionee

37 Replies 100,278 Views

My personal opinions entailed: @ strager I agree that pioneer spamming is a problem, but forcing an empire to wait till there capital is Level 2 would cripple you're empire's growth and really make the early game BORING. That said, Pioneers could cost a little more resources

24 Replies 14,574 Views

@ DGB246 I do use the lower/raise land spells. It's too easy to block out an enemy from reaching or...or the reverse, to push your zone of control across and lower the mountains for a back door assault. You're changing the planet...it shouldn't be a casual event...

13 Replies 4,726 Views

[quote who="mqpiffle" reply="27" id="3215052"] Quoting GFireflyE, reply 26 Like how clicking on a resource draws a line to the connected city. However, would rather see a line drawn to the connected outpoint, and clicking an outpost draws a line to its connecting city. Actually, the outpost has nothing to do with the surrounding resources. You can have an outpost connecting to 'city A', while a resource only one tile away c

51 Replies 33,378 Views