[quote who="jwallstone" reply="2" id="3314471"]A couple of items are already in the game I believe: UI #9 - Double left-clicking a unit in tactical combat brings up their info screen. Hovering over them also shows a small info screen at the bottom right. UI#12 - Population is listed in the City Details screen. It is also shown as -X food if you hover over the Food item either in the Build screen or the Details screen. Population determines when your city grows in level.
Kongdej
I am Kongdej, and I approve of this message! :D. I really like all the different items you brought up, some more than other, but don't think I saw one I particularly disagreed with. [quote]Spellbook could be divided up a little better. As a suggestion, I would have spells sub-sorted with an "inner bookmark" that filters spells as to if they are offensive spells or not. My city spells list was huge last game.[/quote] Talking about the Spellbook, I would be happy if
[quote who="DsRaider" reply="11" id="3314409"]Although I guess the devs would probably need to make it so that if a quests' initial condition is failed it can still be done by other players, if this is not already the case. [/quote] Personally I always though the master quest needed a slight rehaul, since right now its too narrow minded. I prefer my games to work in a multiplayer environment even though they are singleplayer. What I mean by this is, each victory conditio
Personally I enjoy the current system, you can use a bow anyhoo in melee. I would prefer if the classes were more separated though, so if you focused your champion for using bows, you wouldn't get too many melee choices. I did consider making alternate hero traits, but the current modding system is too difficult for me to bother ^_^ (Mostly because I don't like the idea of making my mod replace core files) I can't see the problem though, is there any specific reaso
[quote who="Lord Xia" reply="1" id="3313720"]Good question. They should have more melee types to defend. Either more melee militia or something unique to them.[/quote] Would feel more awesome anyways :D Sincerely ~ Kongdej
[quote who="blusprite" reply="10" id="3313951"]bows are still useful if you have a front line defense. If you can get the enemy to be forced to move passed one of your front liners, then their movement towards the backline is immediately slowed to one tile while they are in the front line's range. in that way bows can kite all day.[/quote] You might want to take a look at the date of the post... ~ K
1.7, the game should learn to brew my coffee in the morning! :) Well I do agree with these points though, would be nice to see a tiny few seconds be spent on them :) Sincerely ~ Kongdej
[quote who="sweatyboatman" reply="5" id="3313739"]WAD, except the sweep thing I think.[/quote] Whats this "WAD" thing, sorry to bump in like this, but the closest thing I could get to an answer was "World Association of Detectives".... ^_^ Either that or its a "Where's All the Data" kind of thing >_ Sincerely ~ Kongdej
[quote who="Frogboy" reply="17" id="3312973"]as for monsterthey here is a lot of debate on whether monsters should attack e nearby town or not. It depends heavily on the world difficulty.[/quote] I would say it also have to have something to do with the lair said creature originates from, the closer you are to the lair, the bigger the "lust" the monster have for some city-dweller blood. This would also put the monsters attacking cities algorithm a little into the players hand, if
Have had a random 4 essence spot twice, some time ago... They do happen, but only on abundant resources (sets minimum resource distances to 2 tiles, so the essence boost from a shard and an ogre lair can overlap). 4 Essense cities are amazing when you happen to be playing Pariden... ;) Sincerely ~ Kongdej
[quote who="sjaminei" reply="175" id="3313834"]#3 +2 Fire shards at lvl 5 conclaves. This is a no brainer, you will pick that every time, unless you are specialized in water magic. (unrest at that point isn't an issue anyways since unrest is global, so it's +1 WS or +2FS) Make a choice for earth/air please The +10 Spell resist and a protection from spells that doesn't work if the spell is already casted, sucks! I want to have a proper choice at lvl 5. The choices so far isn't
[quote who="Gaunathor" reply="13" id="3313635"] Quoting Kongdej, reply 12If anyone see's this and have a spelllist lying around, I would love to see it instead of translating all the spell out from the raw text in the game directory. Why don't you use the Spellbook for this?[/quote] Uhm... That would be the intelligent thing to do :) Hmm, there's always more spells than I remember. ~ K
Updated with injuries, Chance to get the trait, and added to the note of the Henchmen Spells which spell they give, one thing on the "todo" list is add the full spell list here so a player can make sensible choices from this list alone. If anyone see's this and have a spelllist lying around, I would love to see it instead of translating all the spell out from the raw text in the game d
[quote who="Phidrae" reply="10" id="3313575"]I notice one thing that has changed since you updated it last... the "Sweep" skill isn't necessarily on the assassin path, and doesn't require double strike. I've had it with Defenders, Warriors, and Assassins. [/quote] Thanks. My current computer have a troubled harddrive, and some other issues like morning-grumpyness. So I can't play elemental for more than 20 minutes at a time (So that pretty much ruins the fun),
[quote who="Ambermonk" reply="3" id="3313432"]They should probably devote an entire upgrade just to the UI. [e digicons];)[/e] [/quote] I vote yes! XD ~ K
Kongdej approves of this message... :D All in all very good pointers, and I have been almost crying about the current UI implementations, lack of buttons, and vague information shown to the player, so thanks! So many game concepts that I don't quite agree with, I can ignore if the UI is awesome. Sincerely ~ Kongdej
The op is nice [quote who="Frogboy" reply="1" id="3313035"]2. me like part 2. Though, i'd rather see this as a hot key.[/quote] FE have too few buttons, and too many hotkeys... Sincerely ~ Kongdej
[quote who="Derek Paxton" reply="5" id="3312793"] Fixed, thanks. (it was a cheating non-code fix though. The ruined house wasn't supposed to be placed that close to starting points)[/quote] Boo, cant it just work like traded tech in this case? like randomly distribute rp to techs, so its possible to do this in mods for example. Not going to do it myself, but having the options for modders sure is nice me thinks, thanks anyways :) Sinc
[quote who="mqpiffle" reply="2" id="3312758"] Quoting Alstein, reply 1I believe The +10 bonus cut it to 9 turns. No. If you pop a Lost Library before you select a tech to research, the RP from the Lost Library are just gone.[/quote] Thats my impression as well (I do look rather closely at these numbers myself). Sincerely ~ Kongdej
Had this before, except with 3 clay quarries, sometimes its just a "freak accident"... Think it was around 1.02 Sincerely ~ Kongdej
[quote who="Alstein" reply="7" id="3312715"]Double strike should check to hit. It's bugged. [/quote] Have been working like this since the beta, been reported more than once ^_^ Guess its not easy to fix O_o Sometimes I can't help but feel some of the coding have coded the devs into a corner when talking about abilities. Then again, I'm an ignorant old fool :D Sincerely ~ Kongdej
Are you playing with custom map stamps? Or a premade map? I think it would easier for the devs to handle if there was a savegame... Then again, you are using mods ;) Sincerely ~ Kongdej
I would much rather see a version where X wounds would lead to either rubbishness or death, in this way I have a counter towards the end, and just before my hero die I can make my sovereing munch upon him with steal spirit... or whatever (Give me your magic ability!! :D) Sovereign's with a finite amount of lives.. Not how I would have done it, I don't have anything particular against it except the AI would be crippled by the decision, but I think better solutions could be made
[quote who="BernieTime" reply="8" id="3312364"]Most of the special abilities never seem to miss so the skill seems moot.[/quote] According to some of the modders they aren't able to miss at all, (which makes double strike kind of silly, since its supposed to be able to miss), the exception is the "Gamblers Strike" which functions nothing like a normal attack. One of the things I always found odd in this game was the mention to things that aren't really applicate-able a
[quote who="TeeWeeHerman" reply="10" id="3312254"]I don't use the screen saver to save my screen. I use the screen saver to lock my screen automatically when I'm away from my desktop for too long.[/quote] Besides, if you want to use a screensaver, you should, might be just to show off some pics when your computer isn't doing whatever you want it to do :D. I am only slightly confused when people can't just let you use your computer as you want to within reason ^_^<