I am aware that drastic changes are out of the question at this point. But when i wrote this i envisioned it as a small change to implement. After all, all it does is keep the number of cities to 2 - 3 for most of the game, which is the number most sides are building on medium-sized maps anyway. And you will still get to govern a large empire once you start conquering other cities. All it would do is keep the focus off city management and on exploration for a longer period of
simon_doe
I think most of us agree that the game is excellent in early and mid game. But when all areas are settled, when there are a lot of cities to govern and the factions begin swarming the countryside with endless waves of grunts, the feel of the game changes substantially. Mopping up all those cities and fighting so many pushover battles against enemy armies can quickly become tedious work. So here's a solution: The first city is founded by the sovereign, and he can found only
Yup, worked like a charm. Thank you guys!
"Fixed issue with spell def formatted descriptions where it was using spell damage multipliers even for spells like Heal, reporting that they'd heal more than they actually do" Spell damage multipliers applying to other spells, like heal, would actually work wonderfully and open up interesting ways to build a champion.
Hey, same problem here, already tried updating drivers and turning off antialiasing. I uploaded some pictures that show how it looks in the game and that in some instances the unit display works correctly. ATI Mobility Radeon HD 4500/5100 Series Driver Date: 07/03/2012 Driver Version: 8.970.100.3000 Operating System is Win7 Professional 64bit SP1 on a Lenovo Thinkpad Duo CPU 2,1 GHz, 4 GB RAM Here we go: <img src="http://img705.imageshack.us/img
I am not sure changing some spells is the right way to go. Cities got a complete overhaul with great success - in my eyes the magic system is in need of a complete makeover as well.
Has anybody found a workaround in the meantime? I really hope this problem gets looked at before Beta 4 is released, I for one have not touched the game since the launch of Beta 3 due to this bug.
Thank you, though i have a different graphics card (ATI Radeon mobility HD) and there does not seem to be an option for switching between dedicated and integrated graphics.
[quote who="sratner" reply="3" id="3155450"] It still doesn't, but I get around it for now by forcing GPU selection for FE.exe. [/quote] I have trouble finding out how to do that, maybe you could tell me?
Since the launch of Beta 3, the space where the unit graphics used to be is a black, blank space, beginning in the "Who are you?" screen before you start a game. I use a laptop with Win7 64Bit, Duo CPU and 4 GB Ram. Additionally, the GUI has always felt really sluggish and unwieldy to me, beginning at the "Who are you?" screen. Perhaps it is an oversight on my part, but i have yet to find a way to tone the graphics down in order to make interaction with the GUI swift and smooth.
[quote who="Kalin" reply="47" id="3142862"]It would rock... the first time you face it... then you start sending in fodder to waste all of its mana before your real army arrives... and then it's right back to normal again.[/quote] Nah, that's why i wrote "enemy hero-led armies on their territory". That might weaken or slow said armies just enough in order for the tactical battle not to be a pushover. And naturally a large mana supply would lead to swif
If AI factions would meet enemy hero-led armies on their territory with a barrage of overland spells then steamrolling would end quickly. However, at the moment an army can use roads to cross an entire ZOC inside of one turn, leaving no scope for defensive maneuvers. A building or spell that slows enemies down will help here.
I presume all mounts provide knockdown immunity because managing the separation of horse and rider in tactical combat was a hassle to code.