Hi there, whenever I rush a building in a city, the little progress-bar to the left does not move, due to production not carrying over from each build, it seems very important to me to rush every building that have 1 turn left, and is relatively cheap, but when my empire gets larger, and the UI doesn't cooperate, it gets hard :( Sincerely ~ Kongdej
Kongdej
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This short sword called "Venomous Short Sword" says it should deal 2 poison damage each turn, but when I use it it deals only 1 poison damage, (Its really hard to get a screenshot of the 1 poison damage per turn, but I did it against altar units without poison resistance at all, and tried in 3 different combats against several units now). Edit: Forgot to put it on t
Skimmed it, and seems good (well except not using buffs on units, just only need to use certain buffs, regeneration for once is really powerful, but only keep it on one unit, and hopefully get +1 or 2 mana each turn). It could use help on clearing up all the stacks near its startup and cities, but I think the AI is crippled by quick combat (especially the mages :)) Can add that sometimes I focus on a lot of cities with tons of Essence, and then cast Inspiration on everything f
Hm noticed that: when I had 1 Mage champion, and 1 stack of Panca(ke) archers in my army of wandering scouts, every enemy monster I met would run full-speed to reach them (nice enough) But at some point when the Mage hero was level 9 or 10, and the Panca archers was level 7 (with a whopping 117 hp), I found a Sand Golem, and the monsters would slowly crawl 1 tile at a time up to my units (even when they could move full speed to reach melee with something). This allowed me to pe
Norse: I just think das would want to start with some basic kind of useless armor, and some proper starting weapons (The club is so useless IMO) Sincerely ~ Kongdej
[quote who="Nasarog" reply="8" id="3215070"]My issue with most games is that instead of so many "stacks of doom" there should be things like warbands, warparty, etc. Call it what you will, but fighting stack after stack is very annoying and generally not fun for me. But that's just my opinion.[/quote] I am not sure I understand, :S. You want many armies on separate tiles, but you don't want to fight many armies? Or you think that every faction should only
[quote who="Bingjack" reply="3" id="3215071"]The game should support tactical deployment of buffs on occasion (like most strategy/tactical fantasy games), but the current way we have of managing them is cumbersome.[/quote] And I agree with this too, so if you think of fantastic idea, please post them here (somewhere on the forum in any case, but could be an addition to the essence on units idea), I am almost certain Derek will look at it, and at least consider it. Sincerely<br
Hi there, sometimes when I run the wolf "Anna" into an army with another hero, the game sets the wolfs movement down to 2/4 each turn, this is really annoying since I cannot make the wolf reach something in a hurry, when out adventuring with my hero to gain levels, and I end up 4 tiles from my city, end turn and see something endangering my city, I would love to be able to move my wolf up into the city to defend it, and move my hero 2 squares away from the city, but I cannot s
[quote who="Das123" reply="3" id="3215060"]Age of Wonders did the idling mechanic very well. If you happened to forget to select anything it produced 'Merchandise' by default which gave a slight gold boost. But you could also select 'Housing' which increased your growth. I'm thinking that selecting one of the idling mechanics in FE would boost that area by 20% - which is not a lot for most cities (I think that FE uses floating numbers rather than using the integers it disp
[quote who="Nasarog" reply="5" id="3215063"]Agreed. I'd like to add that there should be a limit as to how many "stacks" there are on a single tile as well. That would motivate the player to research larger groups.[/quote] I don't think so, I just think a better UI is needed for multiple stacks. Like rendering 2-3 small armies on the square instead of just the top army. The wolf-head doesn't do much for me, because sometimes it doesn't show up,
Kind of an interesting idea, but it would make me feel like I had to micro-manage spamming all my unit enchantments all over my units. Honestly sounds like its going to be very much of a hazzle keeping track of :S But please do tell me if you got fantastic ideas about it. Hm now I'm negative again :( I hate being negate... >_ I would be really really interested in seeing a system with unit essence, since it would help balance magic-heavy factions, and giv
[quote who="seanw3" reply="23" id="3214983"]Which things? I am always open to balance changes.[/quote] Hmm id love to play the stuff before I comment like that (sorry I get off strong, bad day). Where do I grab it? :D Saw in another thread some of your theory behind your changes, so that makes me figure you also changed monsters, and meaby all the other stuff. While the Tarth ability seems really powerful now, if you boosted all the other factions starting game too it might be di
Hi there, was playing a custom race with umber, and noticed a type in the description for one of the units. The brood of Calebethon are feare w d through Umber and beyond. Sincerely ~ Kongdej
[quote who="seanw3" reply="18" id="3214990"] Quoting StevenAus, reply 17 Why is it OP when everyone can use something (like essence) equally? Essence is OP even if everyone can use it. Currently the AI does not see Essence when settling. It does not cast city enchantments. That is a problem somewhat solved by the new update. The problem with Essence being too powerful is that Grain and Materials become irrelevant, as do any city leveling options that have to compete with Essen
Hm like these posts in here, also Sean explaining some stuff that helps me understand his changes I saw in his lets play :D. Hope to see how this ends, I do agree sovereign should start slightly higher, low-end monsters should be slightly tougher, etc. Sincerely ~ Kongdej
[quote who="Glazunov1" reply="21" id="3214956"]Sean, I also noticed that Flame Dart has the one turn cooldown: an excellent idea, in my opinion. [/quote] It does so too in the vanilla game, 0.95... When I cast it any-ways. [e digicons]:thumbsup:[/e] I appreciate alot of Seans ideas, I just think he values some things to lowly when I look at his content :S Sincerely ~ Kongdej
[quote who="StevenAus" reply="2" id="3214934"]Okay, I'll delete that from this thread.[/quote] Hey no need to delete it, just talking about it :( If everyone thinks its a fantastic idea it can be content for an expansion or something. Or it might spark a fantastic idea from some forum member reading. I really do like all the suggestions to all the mage items! :D Sincerely ~ Kongdej
[quote who="InvictusRage" reply="1" id="3214949"]This happens to me too, reliably, and particularly for quest huts I create with the Altar quest scroll. I unfortunately have no time now, but I have a save with 3 huts where traveling to them does absolutely nothing, as though they were an empty tile.[/quote] Better report it so they can fix it :D Give them the save or something (I try to report all the bugs I understand, so they can be fixed). Sincerely ~ Kongde
[quote quoting="post"]Initiative should only impact weapon attack rate, that's it. Spells should fire at a set rate, impacted by skills/items/intelligence.[/quote] The problem with this is it would be extremely complicated to both create, balance and play with. While its a nice idea, its.... a bad idea. - if you get my drift. Sincerely ~ Kongdej
Started a new game, and after using SEVERAL turns on trying to enter a quest hut without success I come here (tried saving and loading to see if it persists through save too, does for me)... Have a bad feeling its a sneaky bug though. Save: https://www.dropbox.com/s/u45afybo6bksobd/Weird%20Sa
[quote who="joasoze" reply="2" id="3214878"]I had no idea that this existed I have only played the beta a few hundred hours [/quote] 100 turns is certainly enough to beat a wildlands on challenging (gets harder on hard, and up, since you need to stay competetive against ai's). ;) (well for me anyways, on a good start and a sovereign focused play). Sincerely ~ Kongdej
What I dont like from essence right now: It gives grain on a one to one basis if a certain enchantment is cast. It gives extraordinary amounts of research if a certain enchantment is cast. It can ignore the prestige/town requirement and give extraordinary amounts of growth Every enchantment scales with more essence, so the more you have, the better each point of each essence is, 1 point of essence is ALWAYS better than 1 point of grain, since it can give the sa
Agreed :D Sincerely ~ Kongdej
really good idea, didn't notice they didn't show up. I'm a bit sad I haven't gotten a trophy from each wild-land, but that's not for this post I guess :S Sincerely ~ Kongdej