Suggestions: #1 Have a switch that turns road building on|off so that we don't have to do move+click multiple times. #2 When clicking Trade after obtaining loot, make that item the selected item. I'm frequently trading the wrong item :(
FuzzyGold
[quote who="Lokitako" reply="59" id="3342996"]Casting multiple spells in world view is way too clumsy, everytime you cast, you have to open spellbook and search through the pages.[/quote] +1
My most valuable unit was placed in the front line and got killed in the first turn. This is just one defect in the current battle formations. Enemy archer unit was placed on a blocked tile. My Axe unit could not use Cleave to attack him even when targetting an adjacent unit.
The column on the left shows dots beside armies and cities to show how many units are contained. What do the different colors mean? red, green, yellow What does "+5 Defense when defending" mean? Does defense contribute when attacking? I've also seen reference to something called "defense stance" or maybe "defense mode". What is it? The description for Docks always shows "Food per grain +5►+5".
Shaman cast Barbs at my archers and killed himself.
Instead of a direct path between cities, I got one that looped around a mountain and was longer by several tiles. Another faction built a city on the road and severely restricted its utility. Figured out that the criteria for the path was what a pioneer would take thus choosing tiles that do not slow down movement. A shorter path would be obtained by choosing the path that a scout would take. If I were using a pioneer to build the road I would still choose the
While playing beastlord I've noticed that the tamed beasts do not get adequate XP for the work that they do. An idle hero always gets about double. Gaining XP is too difficult for all units. What good is a level 10 sword if I can never reach level 10?
Yep, units are being placed on tiles to which you cannot move. I've had 3 units placed on top of a mountain. Need to watch out for blocked tiles, they seem to be a new feature in LH. It would be nice if they had a visual indicator.
I think you are speaking of an unconquered wildland. My experience is that the roads in the wildland behave in the same way as those in the territory of an enemy with which you are at war. Thus your troops lose the movement bonus. But also the creatures belonging to the wildland do get the movement bonus! So beware of unexpected attacks from further away than you think is possible. I think this works as intended.
When I saw that 2 movement, I started looking for other twisteds where the collar could be used. Escaped Juggernaut!
[quote who="Lord Xia" reply="1" id="3340253"]If though, I could design a warrior that could defeat any enemy easily, but struggled with a wizard than why ever play a wizard? [/quote] I would get bored with playing warrior and play wizard for the challenge. In FE I've mastered Beastlord to the point where I easily win, but it got boring so I started trying other things. But that is just about choices. To me balance is about features where we have no choice. 
I see people frequently refer to needing balance in the game, but I do not understand what they mean. Do they want my abilities to be nerfed so that I'm a stupid as the AI?
[quote who="thadianaphena" reply="4" id="3339996"]The AI walks into my border. I tell it to go home or die. It agrees to leave. Next turn, it walks back into my border. I tell it to go home or die. Next turn it walks back into my border. I tell it to go home or die. Then, I wonder why it doesn't "have to obey" for 10 turns.[/quote] Could also let us attack such units without declaring war. Real countries get very upset when a neighbors army invades their territory. Cou
[quote who="thadianaphena" reply="3" id="3339995"] You can give us 1 of 2 options: controlling the placement of our roads, or having them placed for us. I would rather place it myself. If you let me place it myself, I can either do it through a unit, or a click, click, click... maybe even hold shift, click 5 spots away and see if I like the route thus far. [/quote] I like the idea of having the option. Many times, I have needed a road but it is not provided by the au
[quote who="thadianaphena" reply="2" id="3339992"]Beastlord has 2 problems. {A} Beasts can start out very overpowered and take down dragons with ease, especially Cave Bears. If they aren't exploited quickly, they can obsolete fast, so you are forced to "use or lose". {B}. Beasts have no upkeep costs, and don't have any animal armors.[/quote] Why are these to be considered problems? Are Juggernauts and Garrotes also too powerful? If I can recruit a storm dragon,
[quote who="thadianaphena" reply="2" id="3339992"]There aren't Beast abilities that they get over time which make beasts meaningful as succinctly being a beast.[/quote] Not true! There is one that becomes very valuable as it levels up.
It's constructive criticism if you state a problem and suggest changes that would correct it. It's not constructive to suggest changes for a feature when no problem has been stated. I think everyone agrees that roads have a problem. Suggesting ways to fix them is constructive and there have been many suggestions. Nobody has stated that there is a problem with the Beastlord feature. Yet several people have proposed that it be nerfed. Apparently t
When I acquire outposts from an enemy, no road is being built to them.
[quote who="Frogboy" reply="10" id="3336855"] It's not likely to change back. We did this in order to balance against single mega stacks.[/quote] When was balance ever a consideration in real warfare? Ever heard of blitzkrieg? (Actually, I have no idea about what you mean by balance.)
XP allocation does not make sense. In many battles with a single champ, I've won without the champ making a move but still getting twice a much XP as the other units that did all the work. My champs are way lower level than what they would be in FE. I have weapons that I'll never be able to use due to level restriction.
Need it for archers who have very low initiative. Low initiative makes sense due to the time it takes to reload an arrow, but when battle starts archery is commonly the first thing to happen.
I don't want to do a spoiler by naming the beast but it has a different attribute than just being a powerful unit. Check out all the beasts!
Sell your excess horses.
When I want a settlement to become a fortress I change its name to give me a clue; like appending >F " Its right up there with trying to move units in a certain order and the game snapping to the next idle unit after I give an order..." You can change this in the options menu so that you only go to the next unit when you select it.
Why do people insist on imposing their view of how the game should be played? In particular I object to the opinion "we must remember that whatever the player can do, the AI must be able to do aswell." I'm willing to compromise on this and other issues. Make it an option when setting up the the world. If you want auto-road building, turn on the option.