Kongdej

Kongdej

Joined Member # 4590945
160 Posts 3,335 Replies 21,948 Reputation

I wish tutelage be removed and evade be castable in combat :S Air is really powerful as is IMO, a lot of useful tools and most of them available early, I usually find storm deals more damage than Fire Dart. (Oh who cares for a little cast time, I also got haste in this magic tree). Sincerely ~ Kongdej

15 Replies 11,249 Views

If in doubt, share the savefile :D Thanks for posting this (bug seen before, but not yet fixed), and doing screenshots and offering savegame :D Sincerely ~ Kongdej

2 Replies 12,299 Views

I kind of really agree with this, its should be a lategame answer to people stalling, not a midgame "Muhaha I win button" Sincerely ~ Kongdej

8 Replies 5,189 Views

Updated original post with a percentage idea on sovereigns call, this would make prestige still valuable, but make the spell boost growth in affected city. Sincerely ~ Kongdej

40 Replies 100,528 Views

[quote who="suomynonAyletamitlU" reply="5" id="3219782"]I just realized (after having played lightly before) that you can upgrade objects built on a resource (mines, farms, etc) after you get certain research. It would be really nice if there was a cue when that becomes available, as there is when a resource comes into your domain.[/quote] Agreed, you should look at some of the other UI threads here too, tons of UI stuff to hopefully be upgraded :D Sincerely ~ Kongd

5 Replies 2,193 Views

[quote who="Madcatter" reply="37" id="3219455"]So an idea just popped into my head concerning City Enchants but... How about Enchants that increase with City Level? That would not only solve something uninspiring buffs by allowing them to improve later on, but also help alleviate some of the number of cities vs. high quality cities issue. e.g. Inspiration on a Level 1 City grants +1 Research per turn, on Level 2 City grants +2 Research per turn, etc. Not all effects should be multiplicative,

40 Replies 100,528 Views

I think the premade units ATM is pretty scraped, they just designed enough units for the game to run around, but I hope there will be more designed units up near release. If you notice, the AI will use your designs if you have played pariden, and have designed units (Warg units for example), then next time you meet pariden they will use the same units against you, just goes to say how much we need unit designs in there :) I usually design all my units myself, even from day 1 o

3 Replies 3,660 Views

[quote who="UmbralAngel" reply="60" id="3218555"]I suggest you tie random events to forum posts so that the more people complain the more monsters harass them in-game.[/quote] Yaay :D that would hit me a lot, but oh well, gotta have a challenge :P Sincerely ~ Kongdej

76 Replies 309,384 Views

[quote who="Leuenberg" reply="2" id="3219338"]Confirmed same text and behavior in 0.952 The text is not technically wrong, it's just that the proposal itself is counter-intuitive: Giving gold to obtain a tribute in return ... Maybe the AI should be corrected not to do that kind of offer.[/quote] I think the text is wrong, it should not say "We would like to offer you tribute", since that means they will pay me. It should say "We would like to r

6 Replies 1,963 Views

[quote who="Wizard1200" reply="11" id="3219351"] Heal is too weak without any life shards, too. The base effect should be increased to 10 and the shard effect reduced to 3.[/quote] I would really like spells to scale a little less with shards atm. and be slightly more powerful without shards :) I think its such a shame you have to have the right shards to really use your magic, shards are already limiting spell-casting by giving access to mana.

17 Replies 12,144 Views

[quote who="GFireflyE" reply="9" id="3219254"] Cool lists so far. I've never been much of a modder myself (always took what the develper gave me). Great to see that Stardock is entertaining modding interests aswell....and from the simplicity shown in the examples...I may just give FE some tweaks of my own. [/quote] The best thing about easily moddable games are the 100's of different mods you will be able to find, and try out, if there are 100 mods, atleast one

22 Replies 5,920 Views

[quote who="seanw3" reply="9" id="3219164"]Air Dodge is Dodge that only affects projectiles. Belt of Precognition uses this. So do Horses.[/quote] You have 2 talents that gives +2 dodge per level, except one of them is only dodge vs projectiles, that seems a bit odd.. (Here take this poor-mans version of the other talent for the same price. Guess they stack nicely though :S Sincerely ~ Kongdej

856 Replies 2,038,309 Views

[quote who="GFireflyE" reply="3" id="3219149"]Fair enough to disagree. This is an opinion thread afterall. I've just never considered FE to be a 'campaign' game. Everything shown to us so far indicates that the sandbox mode should be focused on.[/quote] It is focused on (I think, that is how it looks from my screen), the campaign is an extra hook to gain in more points ;) I bet it will be interesting to see what they have cooked up reading the bits about it I have, I hope

22 Replies 5,920 Views

[quote who="Supreme Shogun" reply="9" id="3219154"] Quoting Frogboy, reply 5Have you tried turning up the world difficulty? It's something I"m trying to balance with regards to the difficulty levels. You'd be surprised how small the margin is between the monsters being too tough and not enough on a given difficulty level. Doesn't difficulty set the AI players to that rating? You mean to say it also affects monsters? <br

29 Replies 29,815 Views

[quote who="DexCisco" reply="37" id="3219119"]Quoting Kongdej, reply 36I never liked the balance in population increasing unrest, and buildings decreasing it, mostly because population can be infinite, (you cant stop growth) and the buildings have a limit somewhere. This is also not entirely true. There is a limit to population right now, that being food, which is limited by +food/grain buildings and available grain in the location. To say that you can't keep a soft

37 Replies 100,357 Views

[quote quoting="post"]1. A visual cue, on the map, to let the player know that there are no more moves/actions to make. Like a pulsing glow around the whole screen or maybe a glowing end of turn button. 2. On the map and in combat if there was some sort of visual cue to let you know a unit has no more moves/actions to take.[/quote] First one, I think is a bug in the current version, the turn button used to flash green when all units had moved, now its quite silent, or the g

5 Replies 2,193 Views