The AI just needs to be taught a few tactics and counter-tactics using these spells. Edit: If the spells could also be used to create and destroy obstacles on the tactical map (raising and lowering land) battles would be more interesting too.
cardinaldirection
Worthy of a bump.
Good catch!
The exploit in the OP definitely needs to be addressed.
Troops should be able to spend experience points for upgrades in a manually configurable process.
Decreasing initiative makes more sense than atk and def.
[quote who="GFireflyE" reply="6" id="3248279"] I would have thought these status' would be relatively dependant to the army you currently have selected. Thus, if you have a sole unit selected, a group of bandits may be a 'deadly' encounter, yet if you have a solid force selected, a dragon may be a 'medium' encounter. To me, this makes sense. [/quote] Personally I prefer the objective difficulty classifications in FE more than th
[quote who="Tuidjy" reply="3" id="3247919"]At the present built (.983) when you train a henchman at a fortress, they get the fortress bonus level, but not the traits for it. If your fortress trains level 4 units, your henchmen will never get a class, i.e. will be quite useless.[/quote] I would classify this as a bug.
This is merely a product of designed units' descriptions needing to be editable.
[quote who="Frogboy" reply="13" id="3248067"] Good night! [/quote] [e digicons]:moon:[/e] Sleep well!
[quote who="jereome" reply="33" id="3248056"] I honestly hope that you guys arent finished with the game, because it still needs a little more work. Dont get me wrong, its a good game right now in many aspects but it certaintly would not be the best game in this genre. The main reason i say this is because the magic isnt fleshed out enough for there to be a war of magic, and sadly its suffering from the exact same thing that prevented age of wonders
The Unit Details screen has always felt a bit loud to me, especially when transitioning from the strategic map.
ruff! [e digicons]:dog:[/e]
[quote who="Tuidjy" reply="37" id="3246950"] And loot. I never destroy wolf lairs. Those 9 Glidar per pelt add up![/quote] Hah never thought of that before. Designing a hunter unit to camp spawns as soon as I finish this post.
This has caught me off guard a couple times too, and seems like a simple enough fix.
Came across the perfect screenshot while reading this thread that demonstrates the notions of water being just a type of land that is currently inaccessible and lacking in points of interest, and of beaches being wonderful choke points for access to and from the seas (once developed as mentioned above):
[quote who="DsRaider" reply="25" id="3245333"]Guardians need to make a beeline for the source of the ZoC that disturbed them.[/quote] [e digicons]k1[/e]
Please add the [Bug] prefix to the title of this thread as the first few bullet points deserve developer attention.
[quote who="seanw3" reply="3" id="3245666"]Regular troops get 50% of what heroes do.[/quote] Nobody else sees an issue here?
[quote who="KingHobbit" reply="81" id="3246716"]Does anyone else think a turn should be a month instead of a season after reading this? I understand it is a magically world and people can live longer, but a 100 years is a long time. Assuming a season is 3 months, instead of 92 game years, it would have taken about 30 years.[/quote] Couldn't agree more. As it is the time / space relationship is way off. Like Tuidjy says, it shouldn't
Yellow brick? I'd follow it for sure.
[quote]As I reload so often I recognized some odd behavior: after every reload, the AI personality attributes are changed. When I reload a game after a crash and enter a goody hut I previously entered, I often get a different item. This feels like cheating when I get a better one and like I have been cheated if 'I get a worse one. Couldn't the content of goody huts be determined at world generation time?[/quote] Honestly this^ bugs me more than
[quote who="Emperorjarin" reply="68" id="3246494"] A mid-level warrior or assassin champion can do ~100 damage per attack, and have an initiative of almost 40 before magical buffs currently, depending on their traits and luck with item drops. A Kingdom fire mage, even at a fairly high level, cannot approach that kind of single-target damage. Sure, said mage can clear away the trained army a fair amount faster than his more mundane brethren, but with the cooldowns or cast time
[quote who="parrottmath" reply="3" id="3246617"] Could you have it as a separate pacing. I look at it that slow research with fast building puts an emphasis on units in the game. But slow building and slow research puts emphasis on hero's in the game. It would provide the game with many different play options.[/quote] +1