Bump, noticed I mistakenly posted it in the wrong forum... dam this forum listing, its bugging me... Sincerely ~ Kongdej
Kongdej
[quote who="onomastikon" reply="99" id="3136057"] Quoting Frogboy, reply 8I think maybe this game isn't really for some of you guys. I mean no disrespect but I think some of you may want to just find another game to play. I hope I am reading that wrongly. It sounds frighteningly close to the phrasing of some of your posts in June of 2010. That sort of thinking didn't turn out so well for you.[/quote] Then again, he cannot fol
want to say that screenshot 2 is actually either computer made, or a natural happenstance in the current game, I only casted create mountain, lower and heighten lands on screenshot 3. Sincerely ~ Kongdej
[quote who="Patho" reply="1" id="3136035"]There seems to be a delay in updating health bars in tactical combat after damage is taken or heal spells cast. Same goes for my units so I have to keep track of unit damage taken and not rely on health bars.[/quote] Well just wanted to make sure the devs where aware of it whatsoever, since if they don't know about it (if it is a local bug), then they prolly won't fix it ;) Ps. its not always I have delays, its rather ran
[quote who="Heavenfall" reply="3" id="3136032"]This is a great post, but you put it in the modding forum. I think it would be better if you moved it to the FE Beta forum.[/quote] oh lol thanks, this moval thingie is weirding me out, "i would go as far as saying the internet page is bugged"... then again, can't sleep lately due to pains... Sincerely ~ Kongdej
[quote quoting="post"] also the ai probably have some issue too since few times i had the enemies i syphoned totally stuck in tactical combat, they just didnt do anything anymore till the end of the fight [/quote] I have seen this a few times (even more with upgraded armor!) sometimes the AI doesn't really think the unit is worth using, and decides to skip all its turns, like a Pioneer. Sincerely ~ Kongdej
Raise land can turn hills into mountains despite that it says it cannot , whoopsie me guesses. Sincerely ~ Kongdej
This bug is specially dedicated to building cities near hills and mountains, and using the heighten and lower terrain. I have made some images, and put upon the images some text explaining what terrain type it has, you can try and compare it to how it looks :). Screenshot 1: Screenshot 2: <img src="http://img444.imageshack.us/img444/909
I like to see "what you are up to and have in mind" cause that gives a greater insight of what kind of ideas to filter out of my head (full of ideas ;)). And its plain interesting! so thumbs up for some sharing. [quote quoting="post"]Now coming up in beta 4 is the new city system which will result in smaller looking cities (far fewer tiles on the map) but a lot more city improvements to choose from in total but fewer in a particular city (cities will specialize and that specialization
[quote who="Frogboy" reply="8" id="3135581"] The ideas I've seen posted are an anathema to my own game playing preferences. I'm saying that the game *we* want to make is substantially different than the game you want this to be [/quote] Well this is the way it should be if you ask me... Of course you would have to change "*we*" with "Kongdej's" and it would be perfect!! :D Sincerely ~ Kongdej
Another thought. 10: Building in forests, hills or over rivers: It would be a nice addition if building your city in forests wouldn't clear the forest tiles, but would give a special forest look to the city, treetop houses etc. also same would apply to hills, and meaby a similar device could be used to construct over rivers, and halfway up mountains. Just a thought to improve both graphics and
[quote who="Heavenfall" reply="16" id="3135983"]Obligatory: [/quote] What a poor use of the word "obligatory" ^_^ Sincerely ~ Kongdej
[quote quoting="post"] 2. Producing a pioneer could cost 10 population [/quote] I think population cost on pioneers would be a nice idea, meaby equal to the pioneer size, right now building pioneers makes you magically pop forth new people :D. Also meaby making monsters target pioneers more often? "Mmm squishies that forgot to bring weapons!" Sincerely ~ Kongdej
forgot something, so here goes. 8: making buildings AND skills/traits for a city: Some people have shown an interest in less buildings on the map, and I thought of this. This could come into play when a building is near a river, near a forest, and near a mountain, also near hills. Examples could include "Hunter Practice", requires level 2, requires a forest within city Zone of Influence,
Are you entirely sure, as long as you have it selected, before clicking "accept" it will highlight in green the changes done, so if you just saw the screen, then the top item would be selected, showing your 38 starting HP with an addition of 10 (showing the actual 48 hp). Have used that trait before, and it worked perfectly each time. Sincerely ~ Kongdej
I just wish they would boost it, slightly, like up to 15 or 20%... At least I have a use for taxes now. Sincerely ~ Kongdej
[quote quoting="post"] How many times have you remade the map because a certain mana type was not near your starting area? Have you ever designed a sovereign that specialized in Fire magic, only to have the damage you can deal be totally ineffective because there were no Fire Shards to be found? [/quote] "How many times have you remade..." None.
Hi there, I have some "issues" with the way cities play in the game at the moment, and some of the UI in the game, especially around cities. I am going to post in sections, so please keep a cool head, and sorry about it getting "abit" long ;). --== Wall of Text Warning!==-- 1: City level up interface: </sp
Behold the DOCKS!... In the River!... Wait a minute?... I have been pondering over the point in having docks in a river, the art seems rather... "ok we have a set of stairs down the water, hurray!". So if there is a deeper meaning, please point me in the right direction. Also, it seems living near rivers grants 2 rather powerful buildings, so removing 1 wouldn
[quote who="FallingStar0280" reply="75" id="3135913"]I had mixed feelings on the tech. The feeling as a specialized warfare society (or magic in a different game) that I had through the early game questing/ monster killing sort of dissipated by the midgame. By then I had a workable amount of all resource types (medium map), and while it would take 20-50 turns to make myself more specialized in the tech tree of choice, I could grab 10+ techs of the other trees in the same time - th
Wow, what a bossy mood you're in... kind of takes my attention away from the actual post... Sincerely ~ Kongdej
lol! xD Sincerely ~ Kongdej
[quote who="Chehalden" reply="1" id="3135883"]i am surprised no one else wants this...[/quote] Actually didn't notice your first posting for some reason xD. I want this too, like the game updates mana cost, it should take all shards and abilities into account. Sincerely ~ Kongdej
Citizen running up to the sovereign: "Sir sir, the villagers have completed building the Watermill... but.. but... I am afraid they got a little too much to drink, and... well I think they turned plan's papers upside down..." I am afraid I will never get that wheel turned by the force of water :(... Sincerely ~ Kongdej
Hi there, have seen a lot of inconsistencies between actual health and remaining green stuff on the unit's hp bar. New I am going to show you a picture, but before that imagine how big a percentage 3 out of 7 is, picture it as a hp bar, then you may look. Obviously something is wrong ;). Sincerely ~ Kongd