Or use Cartographer's Table to custom design maps. I got tired of the default starting locations, so I've been making maps that start the way I want. On the left hand side are the tools. 4th row (Object Tools) contains "Starting Locations" (5th button). Select "Starting Point 1", then rt-click on the map where you want it. Easy way to improve a given location: add "Elemental Shards" and "Resources" within a few tile
DancinClaws
oh cool, thx.
How does one confirm that the update has happened (in Steam)? Odd that Steam's Update History doesn't list the v1.2 update, even though I have the default settings (which automatically apply updates). (I see some recent file dates in core files, but I purchased & installed Map Pack at the same time. So could just be from that.) ***UPDATE*** Never mind, I realized the easiest way to be sure, was to look at the po
[quote who="Mytheos" reply="2" id="3370623"]You do realize being in a corner is the most strategically advantageous place to be? And being in the middle is the very worst starting spot?[/quote] Yep, that's what I want. Be in the most interesting spot, instead of a boring corner. Corner is too much determined by whichever opponent happens to be closest, and the handful of resources between me and them. Dumbest "corner" map I encountered, was when a wildland dominated the
@merlinme -- no, i didn't know that. thx!
Here is a far too typical starting position: [This would have been a picture on season 9. Capital city between mountain and water. Scout and army traveled the two available directions, and we now see water on three sides. Not many land routes nearby.] (elemental too cheap to have image uploads, I have to upload elsewhere and supply a URL? Effortful. And that's a recipe for missing images down the road.) I enjoy maps more, the more directions I can go
This is an amazing thread, with so many thoughtful posters! In the end, Pattonius post resonates the most for me. When my custom minions, who started with clubs and leather, reached 300 hit points per stack, after xp journey thru multiple wildlands on a large map, what use were my "heroes"? I think for heroes to be useful, more of their advancements need to help the army they are in. Not just the handful of Commander / Defender traits that help an army. M
I like too.
TO me, FE/LH feels quite different than Civ & GalCiv, which don't have heroes to level. I was expecting a product along the lines of Might & Magic Heroes. But with more depth to economy & relationships to competing AI opponents. Or the Warcraft / Starcraft series, but turn-based. Hence my original post. My misperception of the type of experience Elemental/Stardock was offering. I like the sandbox aspect of games. Thousands of hours with every variation of Civ s
I agree. And I give examples of when this is annoying in my similar post. I also discuss downside to such a change: " Minor: don't waste the rest of this unit's turn." https://forums.elementalgame.com/445552/page/1/
Situation: In midst of a war. At start of war 3 enemy caravans were in my territory, far from any army units. Each turn, I start cycling thru list of enemies, to see if anything important. "The dang caravans again, never mind". Oops - one turn, there was an enemy army I had not noticed, that came in from a different side than I expected. They took out the nearest city. If the caravans were listed last, then I would simply stop cycling thru enemies when I got to them. Knowing I
I can understand if attitudes are Cool or worse towards my faction, that they might hog the road, forcing me to step off (slowing down my army). Similarly, I'd rather not allow potential hostiles to walk past me on a road I am blocking. But if attitudes are Warm or better, how about allowing armies to share the road?
Several times there has been two or three squares of another faction's outpost, along a road I was traveling on. I knew my current move on horseback would carry me thru that and out the other side, so I'd click where I wanted to go. Oops - takes me off the road, into the middle of the bushes. Maybe even next to a deadly roving monster. Not nice. Here's the most annoying variant of this: A two square section of road with an opponent's outpost, in between two of
IMHO, Lord Markin fits well with Commander. First advance him to Life Disciple so he can heal, then Healer (on the General pane) so army will regen faster between battles. Then Commander, along the +accuracy / +initiative line, so the whole army will be more effective. Higher initiative means more than just moving first: it also increases how frequently you move. Gilden's unique weapons are hammers, which are slower weapons (-4 initiative). Also, they have Light Plate inst
The recent patch that fills unit's icon with red, showing how damaged it is. This should be fixed so that hovering over the red area shows whatever tooltip was shown when there is no red. In most situations this doesn't matter, because can click on the unit to see its details. However there is one situation where it DOES matter: When a unit has been "killed", it is put in a city, with red over all but the tip of the icon. But the
Out in the open, if an army has multiple heroes, and you click "Equip" on that army, it opens main hero's screen. With left/right arrows surrounding hero's name allowing you to navigate to other members of the army. In a city, if you click on a hero, then click "Equip", the arrows are missing. To examine all the units in that city, you have to close the current one, then select another one. Then "Equip" again. Idea: treat the units in the city as if they
At the completion of a multi-turn move, would be nice to go to the unit, rather than ending the turn, IF there is anything further the unit could do. Situations where this is annoying: 1. Moving a pioneer to a city square. If I do this manually, only moving one turn's worth, and don't have turn auto-ending, I can then "Settle" in the same turn. But if done during the end-of-turn auto-move, I can't settle till next turn. Minor, but feels like I've just wasted a
Automatically selecting next army, after exhausting move for current army: good. Automatically selecting next army, just because I've moved one unit out of the army: bad. Automatically selecting next army, when I've moved a pioneer on to a city square: bad (most of the time). What seems to be missing from the current logic, is a correct notion of whether the user's action "consumes" the current army's turn. Not good to go on to next army, if the
IIRC, in Might & Magic Heroes, you could tell a unit to Pass its turn, then change your mind, and assign it a move. That seems more sensible to me, than the design here which sets the remaining moves to 0. Not a big deal. I just don't see any benefit to the current design, which COMMITS that unit to do nothing, before your turn has ended.
"Explore" has to be one of the buttons that is clicked on the least. Even if someone does a lot of exploring, they only need to do it once to the unit, then it goes off on its own. I accidentally started a hero exploring, instead of Guard. Tired, didn't notice I had done it. A while later, I realized was missing. Had to go find it on the map. Similar to "Guard" mode, I'd like some easier way to notice I've lost track of a unit, and to track it down. But mos
Kind of annoying to have to click on each unit in turn, then click on its upgrade button, to know whether there are any upgrades needed. In that sense, this is a step backwards from original FE (which didn't show the button at all, unless upgrades were needed). I don't recommend repeating what was done in FE: if the button isn't there, then I don't know whether it is merely in the overflow list, until I check the overflow list for that unit. That's at least
I forgot about a small stack of units I had set on Guard mode. Would be nice if there was a collapsible section of the left hand pane, at the end of "- Units", for "- Guards" (or whatever). Expand this to see the armies not currently included in the turn queue. Click on one to go to it.
Very interesting to hear so many people ignore the scenario. That helps me understand the justification for this product. I wonder if there is some extension that would appeal to me, as well as to those replying here. Or maybe it is a different product, to different customers. Take the game engine, commission some map builders, and a story writer for the overall scenario story. Given how successful Blizzard was even before WoW, done properly there could be a lot of money made
Okay, I see that now. Not a good solution, but at least its a solution. Thanks for pointing that out. What feels un-optimal about it: 1. I'm being presented with a list of choices with the current leader. Since I'm done talking to him/her, I pick "Goodbye". I don't expect the burden to be on me to sneak up to some tiny arrow and start clicking on it. 2. I prefer the Foreign Relations screen, where I see all the leaders at once, to decide who I want to talk
This is another place where remembering what the user did recently would reduce the number of clicks needed. Not as important as other places, because not as frequently done. Low priority, but would be a nice touch. Situation: I want to talk to all the friendly factions, for possible trade or treaty talks. What that requires now: For each faction, click "Govern", then "Foreign Relations". Now I can pick a faction. But as soon as I'm done talking, I'm back to square one