re that first pic I think a lost library in a similar spot caused every single enemy sovereign to park an army in the master quest area one recent game. I had opened the first gate, but when I returned it was packed 4 deep. It turned out to be easier to go for the domination win while they were all stuck. Small map, probably all the other loots were already collected.
ambidexter235
I frequently use it for exploration - either to allow my scouts to bypass horrible critters without ending a turn next to them, or to create a path through mountains in order to see what's on the other side. I also use it to bring my cities closer together - creating routes around troublesome forests or swamps, passes through the mountains, and even the occasional bridge across a lake. This works well coupled with a unit that can create new roads. <
I am wondering if there is some sort of bug similar to others that have been documented recently where the AI factions are able to claim the benefits of tech trading without paying the costs. I have noticed that my frequent trading partners - the ones I strip the tech trade points away from in the trade screen - seem to tech up much more slowly than hostile AIs with which I do not trade. If they are able to use tech trade points to get new techs from other AIs without depleting th
[quote who="Tuidjy" reply="5" id="3280997"]There are tiles which look like plains, but which act like rivers. [/quote] https://forums.elementalgame.com/435930 It is my sense that map errors of this sort are not going to be fixed, there was a post where the developer indicated that part of his team is off working on the next project. Too bad, since there are a couple of annoying and frequent map errors aside fr
Is that right? Let's see - 6 production per material by default. Add +1 for each of the 3 levels of lumber mill and +1 for each of the 3 levels of workshop. so at 2 materials your production would be 12 with a max of 24. Add another 3 for the level 4 river improvement for a total potential of 30. Alternatively 4 materials is 24 production by default, the same as 2 materials with six improvements built! It would be 36 with workshops at level 3 -
for some reason I thought it was a seasonal change! springtime and the cherry trees blossom sort of thing
[quote who="Tuidjy" reply="138" id="3265361"]Here we go. The results of the experiment. ... * AIs gang up on the player in war. Confidence: Low Reasoning: I was consistently near the top of the pack. No one attacked me. The AIs ganged up on Kraxis as I was crushing it. If the AIs gang up, it's on weaker nations, not on the player specifically. Of course, with all the ways the AI gets an advantage, it's easy for a player
The waterfalls thread reminded me of a similar issue I've had in a couple or three games - some river tiles do not have a river artwork associated with them, they just look like plains tiles. They are always next to other river tiles in my experience, though. Here are two examples.
For an example of a city founded in a swamp, here is my save. Relias moved a champion + pioneer next to my monument and set up Keeran's Hold. Their first building, a workshop, was also built in a swamp tile since they had to get the diagonal before a lumber yard could be constructed. Obviously the tiles are now plains if the city is razed, but note the two unbuilt swamp tiles bordering the city center as well as the swamp tiles orthogonal to the river along nearly its en
I wasn't feeling too challenged by challenging, so I started a hard game. Between turns 70-100 Yithril and his two cities went from 50 power to 500. I found out how a short while later when 14 juggernauts crashed my border. So I figure he was using the free rush bug, no biggie. Decided to see how long I could last - put some watch towers on roads to break them up, started training mounted units for movement. I figured I'd keep his stacks busy taking
[quote who="StevenAus" reply="5" id="3260703"] Quoting ambidexter235, reply 2I'd split the ability into three. There would be a trait that gets no movement penalty in forests, a cheaper one for swamps, a third cheap one for hills, and a double cost ability for being ignored by monsters. Being able to pass rivers seem especially peculiar - some units end their turn, others ignore the water? yikes. So Forest Scouts (2), Swamp Scouts (1), Hill Scouts (1), S
I'd split the ability into three. There would be a trait that gets no movement penalty in forests, a cheaper one for swamps, a third cheap one for hills, and a double cost ability for being ignored by monsters. Being able to pass rivers seem especially peculiar - some units end their turn, others ignore the water? yikes.
I was able to reproduce this by deliberately manipulating my food to .5 It seems that .5 food is displayed as 1, but will not produce a citizen. Perhaps this number can be displayed as a decimal
If there was some special on a forest tile eg: champion camp, loot, or lair but that structure was cleared then the underlying forest will not be drawn again. Saving and reloading the game may fix this. I have not noticed plains that are hills.
I used a scroll to escape from a tactical battle triggered by quest dialog - the tactical battle ended and my champion returned to the map either on the quest tile or an adjacent one. The quest icon disappeared and the quest was marked as failed. When I clicked end of turn the NPC army spawned by the quest attacked my champ again. I did not notice them on the map before that 2nd battle.
One aspect of this which I particularly object to is the situation where Unit A spends it's movement points and ends it's move on the same tile as Unit B which has not moved yet this turn. Unit B won't move, since Unit A formed an army with zero movement points when it entered the tile.
No, I am not suggesting a proportional movement reduction. I was just musing that tiredness need not be the rationale that explains the situation as is. My sense is that the entire category units-move-from-place-to-place is a work in progress and I'm hoping they spend a bunch more time on it. I have lots of suggestions, just not sure how much of what I see right now is an undeveloped system and what is a bug.
Scroll bars have two functions. They: ( I ) Indicate the total amount of information available in a window. ( II ) Allow the user to navigate that information. Scroll bars have three mechanics of navigation: ( a ) Click an end arrow to display one additional line of information forward or back. ( b ) Click the scroll bar channel to move one page forward or back. ( c ) Click and drag the scroll bar to move a user defined number of line
Coming to FE Beta with a history of FFH not WoM I feel like I've got a fair amount of catching up to do. Maybe I can contribute by discussing the game interface instead of game mechanics. First on my list would be the "got loot?" popups. A new item has come into my possession. A box pops up. Then another one.. 1. There are two loot window popups. Can they be consolidated into one? I like all the information they present.&nbs
[quote who="Beric01" reply="5" id="3094221"]...it doesn't make the least bit of sense that being with a slow unit tires you out.[/quote] I suppose it might make sense if you thought of each turn as being a period of time (a season) and that enough of that time had passed traveling at the slower rate where your sovereign could not reach his max potential in the remaining days. As a game mechanic, though, it's perplexing and counterintuitive.