http://www.youtube.com/watch?v=8UpuJLt3WwI You can see in 35:30 min of gameplay video, resolns city has no food no essence and no materials (1 from clay pit building which is visible in screen). So it did setle on empty tile. I have seen same on my games but i have no saves.
petrasvu
Same as in FE before. Noticed quite a lot of times: AI does settle cities where it should not be able to do it. It is anoying because you cant secure an outposts then, they can pop up city wherever they want.
What about tax slider on each city as a separate option ? The one thing which anoys me in whole system is that i could raise tax rate for my core cities, but then my new cities or conquered ones will stop building at all.
Stones of restoration. herbs of revival or something with more due to all fantazy thing ;) And yes id like to see them much earlier, i kinda like them.
[quote who="luketan" reply="8" id="3350424"]Help me! Having problems coming up with a good sovereign to complement this though. Any ideas? Thinking going with Summoners or warlock... Or is this whole idea lousy? [/quote] Idea good and interesting. Sovereign could be fire-air mage (i would grab fire later in game, at low lvls it wont help that much as air). Life for healing your minions would be handy either especialy if you get th
[quote who="Publius of NV" reply="2" id="3350517"]Was this from the very beginning, or had you reloaded a saved game from within the game? There have been a LOT of problems related to loading saved games from within the game instead of exiting and restarting. [/quote] I started new game after patching. Its more crashy, i do autosave each turn. Battles now much more interesting. However after restarting game itself now i can see spell animations, guess video settin
Roads apears in random map from season 0. Even before setling any city (0.85). Looks more crashy than it was on 0.80. Spell animations often missing (fog, guardina wind, haste).
[quote who="halmal242" reply="157" id="3349713"] Axes should gain an armor pierce but lose accuracy. [/quote] No way, you forgeting backswing. Reduced accuracy for axes wont make a difference bacause of backswing. You will have chance to repeat if you missed. So you want armor piercing with nearly guaranteed hit. I think thats to much. Spears armor piercing could be reduced to 30 - 40 perc. instead of 50 at the moment. If you remove oiercing at al
[quote who="Lord Reliant" reply="3" id="3349727"] With the .85 changes, archers won't be worthless, but they sure won't be able to injure units before they attack. I'll probably start a separate thread on that, but if anyone else has some insight into defense, make it known! [/quote] You got all points right. About archers - yes, they will be totally worthles >:P and thats ok as long you will try to get crystal and will be producing mages. Mages dont care abou
One more small request: id like girl heroes could have better look in plate/chain. I remember there was some kind of warior girl in FE with short plate armor and helmet like lightbringers one. It made her look decent. I guess it takes some time, but maybe in future they could look more fit in heavy armor [e digicons]:blush:[/e]
Bless the city covers unrest of 10 cities (3 perc x 10). Opression 10 perc. more. Fortess lvlup 10 perc. more, town hall 20 perc., shrine 10 perc. palance, tower of dominion, other 1 per faction buildings. Its enough to have low unrest on your core cities 4 - 5, others can be just a slight bonuss to money, research, mana. And why 6 cities for hudge map is not enough ? 2 conclaves, 1 fortress, 3 towns seems good for everything.
[quote who="Mmrnmhrm" reply="13" id="3349406"] Quoting id_est, reply 12 "This is pretty obnoxious. If you feel the game is being rushed (just like people thought GalCiv was rushed and Sins was rushed and so on) then feel free to wait until February to play it." © Frogboy, July 20, 2010 Are you just practicing on being a dick? [/quote] He just points out that the game is more than good enough to pl
Well then when do we get a chance to experience all those changes ? Cant await already.
[quote who="Lord Reliant" reply="14" id="3349154"] It's difficult to know how/when it will expand, is drawn strangely at times, interacts differently with outposts than cities, etc.. [/quote] That is not dificult. Your city has 2 elements of area: the one which is covered with buildings + control zone. You start with 1 tile covered by city icon and 3x3 starting area. There are 3 ways to expand it by 1 tile to all directions: monuent; Townhall;
[quote who="GFireflyE" reply="16" id="3349233"] Quoting Naidrev, reply 12 I mistyped in my previous post. Outposts should NOT be allowed to push the borders of other outposts. So who would get preferance? First come first serve? [/quote] Seems logical to me. Because now you carefuly planing how to put it in order to get into that 5x5 square all those precious resources and the someone comes and just popups that freaking o
[quote who="phazonfreak" reply="18" id="3349370"] it is far too easy to play with AM and it circumvents the pioneer dilemma without adding another one. [/quote] I'd rather say "conveniet", because you dont have to lead your pioneer to building spot, thats the only good part of AM for me personaly. Its not adding dilemas, but you'r loozing 2 points of other racial traits, which could give you more advantages in combat for instance. Again while we p
[quote who="phazonfreak" reply="11" id="3349312"] Arcane Monolith gives you an area in which only you can build a city. The strategy is that you put it down in the area you want because of valuable tile yields, resources and choke points, then no other faction can place a city/outpost there and you are safe to get it or block the AI from getting through an area altogether. The game is all about map control from the first season on because it is heavily resource-based, all the
[quote who="phazonfreak" reply="5" id="3349132"] Since expanding your zone of control is THE most important aspect of the game for a start, I think 2 faction points for an instant-on-the-fly-no-city-growth-impeding-50-mana-costing outpost ist way too cheap, yes. [/quote] I disagree. First of all expanding with CITIES is important at the begining, because 1 city wont let you get everything fast enough. Arcane monolith does not give you a city, well pioneer
[quote quoting="post"]It appears to me that the Arcane Monolith is overpowered. I am presently accumulating about 40 mana per turn, so I'm spamming them all over the place near resources, not so much to develop the resources myself but to deprive the AI players of them. Yeah, the monsters clobber some of them, but not that many, and when they do I just replace them. One possible solution that I would suggest is that you only be allowed to build the Arcane Monolith in places
[quote who="Naidrev" reply="12" id="3349083"]I mistyped in my previous post. Outposts should NOT be allowed to push the borders of other outposts. [/quote] Totally agree. Only city should be strong enough to push outpost, but not other outpost. I also think outposts should have 2 militia garison, bacause now 1 scout can retake outposts which i find ridiculous when at war. Its not right that any random troop or lvl 3 hero can just come and cap it.
[quote who="JustATourist" reply="12" id="3349018"] I think best would be to keep the algorithym as it is (it's well enough I think) and give the player the opportunity to add a few additional titles of road. Giving all factions the opportunity to create road building units is one possibility, the other possibility is to add a spell that spaws a road on a certain title. Road building heroes aren't a really good idea, I agree on that. [/quote] This could solve all.
War solves all your problems. AI placed a city next to your outpost ? Kick his ass, thats all. I always do that. Its a good reason to start war. IRL fight for resources often was a war cause, wasnt it ?
[quote who="Cykur" reply="30" id="3348285"] This is my point....if you had a high initiative larger group, you were probably going to win anyhow unless the enemy had really strong units. You didn't need swarm mechanic, because you already had numbers + initiative. With swarm, you completely wreck the opposing force with very little loss. This is why I don't see swarm being necessary. [/quote] Well they fixed swarm a bit. They made
Mage sumoner: Faction: any kind of man, does not matter at all for summons. Faction strengths: lucky, master scout, enchanter (for extra essence). Optional weaknes -10 perc research and then getting quick. Talents: general, tactitian, life I, Initiative gauntlets, procipinee crown, clumsy, everything else optional. Gameplay: Starting with cleric, geting goodies for equipment and 1 fame. After cleric done heroe apears. I pray him to be air. If air then steal spi
And it adds some lucky twist wich is nice in small quantities :)