Kongdej

Kongdej

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

[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

71 Replies 26,418 Views

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

4 Replies 3,716 Views

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

0 Replies 661 Views

[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

5 Replies 2,190 Views

[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

5 Replies 2,150 Views

[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.

87 Replies 225,404 Views

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.)

5 Replies 2,150 Views

[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

16 Replies 14,550 Views

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

0 Replies 1,893 Views

[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

7 Replies 3,024 Views

Good find [e digicons]:thumbsup:[/e] (I wont ever play queen porcupine again as long as she has that though :P) Sincerely ~ Kongdej

2 Replies 880 Views

[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

22 Replies 15,349 Views

[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

7 Replies 3,024 Views

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

8 Replies 6,241 Views