[quote who="Frogboy" reply="59" id="3308067"]There are some great posts here. Thank you very much! I am very surprised at how many are feature requests. There are threads in which people state, as if it's a fact, that FE is "gane breakingly buggy" and so I was kind of hoping this thread would list some of these bugs since we don't find FE to be buggy. Remember, this isn't a feature request thread, it's a glitch fix thread. Things that you find frust
Kongdej
[quote who="Borg999" reply="8" id="3308116"] Quoting Borg999, reply 5 Of course, with some spells, that approach could make them useless from another perspective (e.g. who wants to expend 2,000 mana for the volcano spell?) Yet, another thought. Instead of having to expend 2,0000 for Kurt's volcano, why not require that it be cast within 4 tiles of a hill or mountain?..and reduce the mana cost back to 500? [/quote] I'm all in for that, makes it
I think the AI should pursue the Magic victory as well as the quest victory, (which is why you can turn it off for once), I also think that there should be plenty of warning. In my opinion the master quest should be re-cooked, and the magic victory should warn you and give vision and all the stuff you need. The AI NEED to RUSH people going for magic victory, throw everything at them, even if its an AI. Ps, if its still too early in the tech tree, it could be moved 1 tier up, after t
I actually like the Tidal wave spell, I wish instead of boosting the spell to be similar to fire spells, I think each magical school should be more focused on each subject. What is water? slowing + damage + random stuff. What is fire? damage + more damage? At least this one water spell have a prerequisite that is fairly "odd", so its not just plain better than the fire spells, I do think mana cost should be balanced against damage on a more general notice, then meaby fire
The big difference: Henchmen is only available to ALTAR. Sion's are only available to EMPIRE factions, one is kind of a "bonus unit" given to the empire side of things, the other is a Racial Ability, meaning the racial ability should be better. That said, I do think its a good idea to lower the cost of sions :D Sincerely ~ Kongdej
[quote who="Borg999" reply="12" id="3308049"]Hi, My name is borg999, and I am a save scummer. It all started with Civ2 when a barbarian attacked my settler....[/quote] [e digicons]:thumbsup:[/e] ~ K
[quote who="Gaunathor" reply="13" id="3307987"] Quoting Kongdej, reply 12Sincerely ~ Kongdej Why are you replying to me? I don't have this problem.[/quote] Because what you said was relevant... :) Sincerely ~ Kongdej
Kongdej is sorry, Warden is still mentally blocked since its rubbish and have no effect... ;) Sincerely ~ Kongdej
[quote who="Gaunathor" reply="11" id="3307963"] Quoting ExcitedPanda, reply 10Game's still bugged and has no mention of Exploration technology anywhere. There is no Exploration tech in the game. If quests in your game still require you to research a tech to unlock them, then you are most likely using an outdated custom sov and/or faction. That has been the case every time someone had this happen. If that isn't working in your case, then I'm at a loss as to what the probl
[quote who="Nibelung44" reply="9" id="3307924"]VagabondMage summarized perfectly my thoughts. Sorry to have offended people who reload constantly though [/quote] I don't think you offend them by stating facts, I just am starting to dislike the term "Save Scumming". It is "supposedly" part of the game. What I wish to see is the AI make some long-term decisions and sticking with them (which would keep in a savegame), so if they would declare war on your face now, and you reload, the
[quote]1) Unit starting stats are actually very nice as they are. What needs to change for units is their long term potential. My though is to have units level up like heroes but draw from a different and weaker pool of abilities. For example, at level up you would get to pick something for a unit like +3 health, +1 defense, +2 attack, +10 carry capacity, +5 accuracy or +1 initiative. However, they would never get access to abilities like +1 health/ level. or +2 initiative that heroes can acc
Preventing "Save Scumming" is the worst idea ever, if people IS saving/reloading, it is because they feel a desire to get through the game in a perfect manner. It does not matter what penalty you put upon the player except almost no penalty at all. It is a silly concept of people calling it that, when it is just people re-trying situations to get the best possible outcome, and if people want to do that, if people like to play that way, so be it, it can hardly affect your end. I t
[quote who="Frogboy" reply="8" id="3307374"]On #1 that is by design.[/quote] Players like me prefer when odd mechanics like this is represented somewhere in the game so it doesn't seem like an oddity/bug.. Sincerely ~ Kongdej
1: Path-finding : Its both rubbish, the units doesn't follow a serious route when the path I want them to take becomes long. The UI around path-finding could be better, most pressing is I want some system to see the path to where my unit would move (tile by tile) before I give the actual order. 2: User Interface : <u
[quote who="Frogboy" reply="11" id="3306534"]For FE, I like a lot of these ideas. In the upcoming expansion, the "Faction prestige" thing is going away. Instead, city growth will depend entirely on available food and unrest. The more cities you have, the more unrest you get.[/quote] A potential problem I see, - Lets say we get 5% unrest per city we have. I build the first 10 cities, and no problem, they still produce 50% production due to 50% unrest.</
[quote who="nDervish" reply="10" id="3307277"]Deleting implies that the design will not be available to you in future games. Hiding does not carry that implication. If they are actually equivalent, SD should change the button to read "Hide" for both stock and player-designed units. Personally, I like to keep my unit list clean by hiding anything that I'm unlikely to want to build again, so it's good to know that I can hide custom units for the current game without preventin
[quote who="baddl" reply="15" id="3307253"]I will never understand the mindset of people who suggest that serious bugs (and nuisances, for that matter) need not be fixed because there are (obvious but tedious) workarounds. ("Obvious" after you reload the savegame and try again.) Even a game should not waste our time. Fixing bugs probably should attack the problem from two sides: (1) Fix the easy things immediately. (2) Acknowledge harder problems and schedule their solution for som
[quote who="Sanati" reply="8" id="3307188"]It's actually quite the opposite, to an easily exploitable extent. If you do the actual battle enemies tend to target the weakest unit, and against ranged units this means your back line squishies are probably going to take a lot of damage, you might even lose a unit or two. Stick a tank in the last slot and they absorb all the attacks in the auto-resolve, no stray shots, no weak units going down in one hit, it's easy mode. Once your tank sta
[quote who="Mistwraithe" reply="12" id="3307203"]It used to make a bit more sense when the tax scale was none = 0%, low = 10%, medium = 20%, etc. But when they redid the economy so that gildar producing buildings only produce money relative to the tax rate they had to rearrange the percentages and made the tax slider pointless. I agreed with the overall goal of their change (always getting full income from gildar producing buildings made it too easy to keep taxes on 0% forever) but they eithe
[quote who="Derek Paxton" reply="1" id="3307091"]It is working, but its a little confusing. Incinerate City reduces the units hit points, it doesnt damage them. So a unit standing outside the city may show 17/17 for hit points. When he is in a city with 3 incinerate cities on it he will show as having 14/14 hit points. So it works correctly (i just tested to make sure). But if you are expecting units in the city to start damaged, you aren't going to see that,
[quote who="Derek Paxton" reply="8" id="3307100"]Ive added an icon to them with a tooltip in 1.2[/quote] Yaaay [e digicons]:rofl:[/e]
[quote who="baddl" reply="2" id="3306759"]If you are actually listening to customer complaints (as you say) when (if ever) will you start fixing those numerous serious bugs in the game? Fine-tuning is completely pointless as long as even the most basic game mechanics don't work. Or are things so broken that you don't dare to touch them? I for my part won't waste any more time, let alone money, on this game until I see a really long list of bugs fixed in the changelog.[/quote]
You learn pretty quickly that you can almost never use auto resolve reliably to win anything, unless the enemy have some nasty ability that auto-resolve don't know about. Sincerely ~ Kongdej
[quote quoting="post"] I have created a new race and entered a flavor text. But obviously that text got lost when I changed the sign. Imagine my surprise when I started a new game, clicked on my new race and the text just said: "Make it good!" So plz. either take care that the text stays when you chose a sign or even better: Make it possible to edit the text after creation. [/quote] This bug have been around forever >_<, if it still is aro
Honestly, I think this is a bad idea, That would just for one just make the taming ability a must have for each single sovereign. Sincerely ~ Kongdej