[quote who="you28" reply="66" id="3217120"]I reached an end position where everytime I approach the enemy city the game crashes. This is repeatable (have save file). [/quote] Post it on the FE Support forum, and share the save file using " www.dropbox.com " (well you dont have to use that, but that one works ;)). Will help the developers get rid of that bug (Remember to notify them of the steps you take to crash
Kongdej
I would really enjoy seeing the build time on cheap stuff set slightly up, and the minimum build time removed, even make me able to build 2 militias in one turn lategame would make me extremely happy :D Right now I feel its necessary to micromanage all my cities with the rushing feature instead. Sincerely ~ Kongdej
Agreed! Diplomatic offers from the AI should be thought through again. Sincerely ~ Kongdej
[quote who="michaeloliva" reply="17" id="3216889"] That's not to say that I think $40 is an unreasonable sum, but I do think it's enough that most people will not just take a chance on something and go into it blind. [/quote] I must be an idiot then :D Sincerely ~ Kongdej
[quote quoting="post"]If your intent is to have the horse available from the start without requiring research, you can automatically unlock a hidden technology for the player through the faction ability instead. It is an ugly solution but it works.[/quote] Its not ugly if its invisible :P Sincerely ~ Kongdej
Have seen this tons of times, AI building them next to another, or 2 tiles distance, even seen 3 outposts in a row :) Sincerely ~ Kongdej
bump: Forgot to put it on the support forums ^^ Sincerely ~ Kongdej
Hi there, I have been playing with the build queue for some time now and absolutely love the new ability to change the build queue, but sometimes I want to add something in front of one of my "huge" queues, but I cannot take them from "page 3" of the build queue into the first row, since the build queue is divided up into sections of 5, its impossible for me to get something from the end of the queue into the front, or better yet sort it the way I want, this comes into importance when outpost
[quote who="CrazyC0330" reply="5" id="3216539"]We have it fixed internally, but it wasn't in time for the making of the 0.951 build.[/quote] Arh ok, thanks, just posting in-case you had posted a "fix" and it didn't work as intended :P (I know code can go wrong with a simple dot being in the wrong place). Sincerely ~ Kongdej
[quote who="Murteas" reply="1" id="3216443"]I have seen this as well. Can be fixed, by moving the hero out of the unit and then back in or vice versa.[/quote] True, I noticed, but I am still wasting turns, and newer players might not figure it out the same way, so I think some fix should be implemented :) Sincerely ~ Kongdej
that sounds weird, never seen that happen :S.. meaby a freak of accident? (monsters trying to attack you, while you are attacking monsters). Sincerely ~ Kongdej
[quote who="Frogboy" reply="3" id="3216378"]We originally were going to say the release date was February 2012. But you have to put a date in the future. [/quote] Dates are for women... (I joke! :)) Sincerely ~ Kongdej
[quote who="NetNomad" reply="70" id="3216363"]I just wanted to say that I updated last night and wanted check it out for a few minutes. Four hours later I realized it was 2 am and that I had to go to work in 6 hours. That's bad for me but a good sign for the devs. [/quote] You know, I hate when the game casts slow on mee too, Im just sitting down to play for 15 minutes to check something out, and "a few" turns later I look at the clock and notice some hours passed by.
Hi there, have had a bug with one of my groups, where the hero is not named the group leader (It says "Pariden's Hammer's Army", which is a custom trained unit I designed). The bug consists in not being able to pick up random goodie huts on the overland map (and probably not being able to start quests either :S, no quests in the vicinity to test ATM.)
[quote who="Lord Reliant" reply="5" id="3216291"]I've never really understood ZoC's game mechanic in FE. I believe it's controlled by growth, but I have a hard time understanding how/when that changes. I think it's cool that some buildings increase it, but it's still a bit of a black box. Anyone care to explain how it works? And is there any easy way to tell when it will increase on a city and/or in what fashion? Without understanding how ZoC works, i
Still persists in 0.951 Sincerely ~ Kongdej
Hi there, noticed "Destiny's Insight" is placed in the "Enchantment" section of the Unit spells. (My current spell list is too long to show this properly though). The spell is pretty much an instant fire (250 mana for +25 xp to target champion), So I think it should be with its brother "destiny's Insight" in the section of "other" The same goes for the spell "Touch if Darkness" (25 mana, target champion takes -3 hp and +3 spell mastery). Also a side-note... "Ar
[quote who="joasoze" reply="5" id="3216262"]This is how they work: 1. They start with 8 hitpoins and get more when they split or level 2. When they are at 9 units, no more splits 3. If they get injured their number will drop (like any unit), but they can heal back to the number of units that you have split them to. Example: You have a full health group of 9 units with 240hp. After a tough battle you hav
Hm sounds like I had to try it out, it does not sound fun to me though. (taming my own precious Experience points! xD) Sincerely ~ Kongdej
Good find [e digicons]:thumbsup:[/e] (I wont ever play queen porcupine again as long as she has that though :P) Sincerely ~ Kongdej
[quote quoting="post"] I combined betrayers with natural leader and can go around and hire all heroes for free off the map. I love it but is it not a bit overpowering? Shouldn't there be more of a maintenance cost for heroes to prevent you from being able to hire everyone all at once and not having too many issues? It is very sustainable! [/quote] I find that wealthy is better than natural leader IMO, but in this case its a very powerful combination, a
You can lower mountains with lower land, or raise water up to be land with raise land Also you can create hills to slow down the opponent (Takes more movement to move over hills, especially if you play Tarth yourself so you won't be playing against master scouts). Sincerely ~ Kongdej
[quote quoting="post"]My guess is that the ability is increasing the current and maximum HP by the HP of one "soldier". When the figures in my army started dying, the max HP of the unit was as high as possible, so its ability couldn't have any effect. IMO, this doesn't make sense -- if the max HP is at its cap, the current HP should be increased instead.[/quote] Sounds logical, also sounds like the effect as I read it too (your suggestion), I thought it would re-he
Yes please ;) Sincerely ~ Kongdej
Auboy, are you by any chance playing "Tarth" or a race with "Master Scouts", since they have a special ability to hide from creatures, and that might change it a bit. Jaosoze, I'm a bit worried too, but I have faith ;) Sincerely ~ Kongdej