[quote who="Frogboy" reply="1" id="3215914"]However, the idea is to give players real choices. That is, being able to trivially add every spell book to your custom sovereign robs the custom sovereigns of any real choice -- it is always better to have all the spell books, therefore, selecting them all isn't really a choice and isn't as fun (imo).[/quote] Hmm? I found that I'm usually better off with only one or two, with the rest of the points going towards t
Madcatter
Because it breaks verisimilitude in a heavy handed way? Because it could be solved with a subject state system better? Because getting a surrender is far too easy and this will permanently destroy (at least effectively, in unmodded) a huge swath of land which could otherwise make for another interesting late expansion conflict? The AI folds too easy as it is. With the freed land I find that it at least gives enemy AIs a chance to become stronger, possibly enough to chal
[quote who="Glowing_Ember" reply="5" id="3214883"] essence may not be the most effecient way of doing something if you sit down and crunch number, but it gives you an immediate problem solving solution that bypasses the build queues. you need more growth, pop a spell. you want stronger army units pop a spell you want gold, pop three spells, you'll get research and production out of it too.[/quote] And here I thought the advantag
[quote who="Tohron" reply="7" id="3214282"]You have to dispel it (open the Govern panel by clicking on a resource in the top pane, then click on Enchantments and dispel it in the list), then recast it, in order to get the benefit of life shards gained after the original casting. Personally, I think these buffs should update automatically - it would be much less confusing.[/quote] Most do. Hence the bug report.
Since it's "now or never" for new features I've decided to throw together a few feature suggestions before we reach the final stretch. ------------------------------------------------------------------------------------------------------------------- 1. Add Animalistic Trait to various monsters Reason(s) for Feature: Deal with Bears slaughtering whole villages My first sugg
[quote who="darkehound" reply="76" id="3212529"]Because this game has been in beta for two years and still crashes and the designers are talking about world events and not fixing crashes and releasing it AS-IS so that everyone can see that it is still not ready...after two years. do you think that wont be beaten like a drum? Seriously, you think this is a good idea? And the line..there's a patch coming-is getting just about foolish at this point. I have been through all the patches and st
I really don't see how the dynasty system would work with current gameplay. Besides needing to introduce aging and finding a partner, you'd need to consider factors such as which traits they'll inherit (if any), what level they start at and how will they level late game when they'd conceivably reach adulthood, how dying Sovereigns make leveling to the higher levels almost impossible, etc. It's better to leave them out, at least for now. Maybe if FE i
I've been through and entire Large Map 8 Faction game and won through conquest on a turn after 300 (I forget specifically where it actually ended). I've also played another game to where it was pretty much a done deal, also Large but only with 5 factions. In all my time of playing (Beta 4) I've never encountered a game ending due to crashes, save corruptions, or other similar factors.
It's no more a release than this pre-order Beta is. A bit more visible on Steam but this isn't the game that's going on release and there's a patch coming with the Beta 4A. It might be bad, but I'm not really seeing how your EVERYTHING IS OVER approach is appropriate.
[quote who="darkehound" reply="71" id="3212414"]And after reading frogboy's latest post ---THE game is going to be released next week.....I guess that is AS-IS.[/quote] You might want to read the post again...
I'd prefer other races getting slight improvements instead of reducing Trog's bonus. The Quendar one is especially bad and needs a pick up from its current level. Other racials that I find very meh are Wraiths, Altarians (a bit better than the others), Mancers, and Umber. Abilities which I believe are great as is are those of the Amarians, Gilden, and Krax. Tarth's small army bonus is middle-ground between meh and awesome.
[quote who="BlackRainZ" reply="8" id="3211714"]I am having difficulty with the spells for some reason. This is what I want to do (unless there is an easier way) I want to get rid of the default birth of summer and dispel enchantment spells (which i think I know how to do) and I want to add in my new versions of these 2 spells. Technically the same except I want to remove the birth of summer spell from the Earth spells and just make it a general spell if possible. I want to just make dispel en
Add -localdataonly after your Shortcut's path and see if it works.
[quote who="CdrRogdan" reply="15" id="3210441"] @Madcatter if you are going to provide an elemental level up option it needs to be level 5 or the power of spells will very quickly get out of hand. You could easily blanket the world with level 3 conclaves and cast blizzards doing hundeds of points of damage. This is already an issue with the Pyre of whateveritsface at level 4.[/quote] City spaces aren't that common, but late game it could become an issue sure. E
I've been playing with a modded Summoner profession that grants the caster's Level as a bonus to any new summons instead of a flat +2, and it seems to work out rather well. The summons + caster are at least on the level of my earth/life/air warrior builds. Might need to be reduced to +1/2 Level but it's better than paper summons. I think the traits in general need a serious balance check (which is what Beta 5 is for I believe). Some are paltry additions whil
[quote who="seanw3" reply="3" id="3209797"]The weird thing is that each city level for every specialization adds research in large amounts. This needs to be cut to +1 research per city level. Getting +12 research from a level 5 city makes towns much better than conclaves as they can get there twice as fast. A towns only approach should not be the best tech strategy. [/quote] The only issue Conclaves sorta have is food but otherwise they're incredibly easy to grow th
[quote who="CdrRogdan" reply="1" id="3209491"] I'm not sure this is actually the case. What I think happens is if you use a quest scroll while another quest scroll quest has been summoned or is already in progress that new quest cannot be undertaken.[/quote] Incorrect. I've used Quest Scrolls without a single quest on the table and I've gotten dud quest huts.
The problem is that there isn't a distinction between a non-aggression pact (the promise not to go to war) and an open borders agreement (which allows one to romp all over the other nation's territory). As it stands, unless you've already covered most of your desired core lands with outposts, it's against your interests to accept a non-aggression pact because the AI will send an army of pioneers to steal every inch of land not nailed down with a border.
[quote who="StevenAus" reply="3" id="3209136"]Yes, if you get the Oracle improvement you can boost essence by 2 in a Conclave (with the other building that boosts essence by 1). And yes, it is possible to get essence values of 3 - I had a 4/3/3 square (pretty sure) next to an air shard and farm-type improvement. You can tell it was made a Conclave. PS: Isn't it cool that the level-up buildings are built automatically at level-up now in Beta 4, rather than being a b
I'm not exactly sure how it happened but in my current game I've got a Conclave with Essence 4. The funny thing is, I swear it was only Essence 2 when I built the city, and then it seemed to increase immediately or sometime shortly after I built it to 3. Last Essence came from Oracle improvement on level-up later on.
I got a particularly odd example of this today when Yith declared war while I had a massive lead. I opened diplomacy with them and immediately got a favorable surrender response... Yith: "WE WILL TEAR THE BEATING HEART FROM YOUR RIBCAGE PUNY HUMAN SLAVEBEAST, er if that's alright with you, that is, sir. Please don't hurt me."
Yeah... I'm not really a fan of your method which punishes both outpost placement and larger empires, with no thought to how the conquest-stage would work with the universal increasing unrest. To me it seems you're hitting the problem with a sledgehammer and hoping it works out, basically. I'm just going to repost an idea I put down in an earlier thread: <bl
Maybe have a floating icon hover above a resource which is upgradeable combined with a notification when the upgrade first becomes available.
If it weren't for the complaint about old bugs still sticking around for a long time, there would be absolutely nothing I agreed with in the OP. It even begins with the odd assumption that this game is supposed to be related to Fall from Heaven? Why? Because Kael is working on it? Admittedly, that failure of logic didn't do much to warm me to the rest of the post, but going further I can't relate to much else the OP wrote either. You need to CTRL-N repeatedl
[quote who="seanw3" reply="5" id="3207478"]You get a permanent penalty to Unrest in any captured city. Razing the city would be a way to cheat that. So the razing feature prevents this strategy. Not perfect, but there is a spell to restore razed lands.[/quote] I fail to see how completely rebuilding a city and growing it from a blank slate is "cheating". As I recall the point of placing Unrest penalties was to make conquest less of a benefit than building everything you