Holy Hell! At first I didn't care too much. Then I realized: SUPERIOR BEARS COUNTER. Move over Capitar, this is probably the best race in the game now. :\ Probably the best thing about the change is that it is something to consider when designing units. If against Resoln (and you probably will be... Bloody Warmongers...) you'll need to pick up some accuracy traits or use axes .
Schweiz
I don't think dumping all your gold for iron when you're at war with 3 people (probably losing) is the smartest idea. Unless you are actively trying to purchase the iron because you need it.
It may also have to do with which continent they nation comes from. Since all the Kingdoms in the East (I think?) Have access to life magic, and all the Empires on the West (Again not 100% sure) have access to death magic. If you couldn't tell Empires were evil take a good look at the tech tree. Empires get things like Black Market, Scions, etc. While there is a Good/Evil split. Like Dihir said, no one is "good", everyone is bad :P.
Has OP perhaps played Gladius? Traps might be a nice addition. But if so it would need to go all the way. Trapper abilities? Background? Path of the Hunter? Useable Items? Lairs could even just be much larger more complex Tactical Maps. Instead of plain rectangles, bigger more complex, containing rooms and surprises. Even if just saved for quests only. Could be exciting. I wouldn't mind if there was an FE Rouge-Like game mode. :D
It is known. I believe this was due to the Shieldman having the same equipment tag as a Champion.
The towers can be pretty heavy resource sinks if you don't have the strategic to support a proper army and build up. Typically going for this victory makes you the 'little kid' and you'll get picked on. If playing on normal, then it probably is OP. I once won with 2 cities, no strategic resources, via spell of making. The kicker is that when I won, research complete triggered and I couldn't end the game :(. I used volcano to block off my two cities, and destr
Wouldn't you lose the instant you make the first alliance? Or do victory conditions only get checked at the start of a turn?
Building a monument on a Prestigious Location generates influence. There are two faction traits which generate influence. Legacy of Serrane (Build-Your-Own-Capitar) And Heroic. If you are in a ditch you can always trade for it. Just to get started, and if need be. There probably should be more ways to build influence, but right now I don't think its worth adding in traits and backgrounds for something reasonably small.
Remove the 'a' from the string. Bears are seldom alone [e digicons]}:)[/e]
The last post was from April 1st. They may have removed the ability to turn dynasties back on from the release version of the game.
Is it possible to make a unit hidden off the map that spawns on game load or something?
Could Mana be 'stored' in the sovereign? So sovereigns begin with a default number in 'max mana'. Then they have a stat called 'faction mana' which updates along with your mana, then if the vsLower/vsHigher triggers it stunts mana gain for the kingdom? Or is creating stats off limits also? Edit: 'Max mana' would be modified by the various methods OP would like to increase the cap. I'm not implying everyone gets a default amount and it stays
In the level up screen: Grain can be seen hovering over Food. Materials can be seen hovering over Production. And Essence count is between the too (iirc). Try hovering over thing things if interested, should be similar to the side bar on the city screen. I don't tend to have a problem with city management. So no real comment on the topic.
Maybe someone can mod up a buildable/trainable in a town that occupies the que, but doesn't do anything, and never completes. But still makes the city think its on idle. Unless of course, "idle" state is hard-coded for inactive cities.
It's not an ability that only shows up in tactical screen? Make sure you checked the Tactical Spells tab in the spell book.
IF statements don't really work? 80% of my programing base comes from nested IF functions! OH THE HORROR! Would any of the programing in world generation help? Probably the only thing I can think of that could have caps (limits to certain features perhaps). :S Games with no limits are fun :D
I don't see why not. Any well prepared player would be using fire protection gear. I typically put at least fire rings on all my troops late game. Bonus damage and protection from a very very common element is a must.
You can't settle with-in 7 tiles (I think) of another of your cities, keep that in mind so you're not wasting mana. Although this means you can park up nice and close to an enemy city if you wished. Some tiles and features of the map influence tile resources. I think it was documented in one of the guides posted on the forums. So using Birth of Summer around a cluster of shards in a desert might turn up a low food, medium production, high essence town spot, for example. So if
[quote]having ~ 14 person in team shortly after Chapter 10 (I thought max is 9?)[/quote] Maybe this is the issue? AFAIK there is a limited number of spawn locations on a tactical map. But it only looks like there is 9 (including Relias) in that battle. So long as you went including the multiple people in each of the Units as a single person (which gives a headcount of 14).
[quote who="StevenAus" reply="3" id="3284040"]It's a long-standing bug which would probably be pretty easy to fix, so I hope they do so relatively soon.[/quote] Relatively low priority too probably. One of my first few games got shafted when research finished the same turn as spell of making was cast, stuck on ledger screen couldn't leave it. Annoying but infrequent bug, easy to work around. Similar to this issue. If the game prompted you to pick research as soon, but before y
It might be because I built my computer in 2007, DDR2 and 3GHz Dual Core, which seems powerful enough but the underlying technology is inferior to today's CPUs, so I'd have a bigger window to do this in. But during the opponents turn I can still interact with the interface. It is still quite choppy. The easiest way to replicate it would be to cast a strategic offensive spell. End turn then quickly open up the spell book and cast something like star fall or tremor on an enemy u
Not sure how I missed this but this is a step in the right direction. Combined with having a Nexus (which is more likely to pick up traffic than the other mod site) the game hopefully will spread along nicely. Seeing a Mod Manager is very appealing as it means the game can be adapted to your personal tastes. I really enjoy them for managing smaller mods, like the City Snaking mod, great for knowing what modifications you have installed when the directory starts getting a bit hectic. E
I can't remember too well, but try selecting a shard and see if it has a "_____ Elemental, X Turns Remaining" type thing down in the selection window. Similar to building on a camp.
Clicking their icon in the left hand assets scrolly thing should center in on the unit (IIRC). I have no problem with the strategic zoom to find units. Its pretty easy to give them their move orders from paper scroll screen too. Also I don't think it disappears all that fast as far as reading is concerned. If anything a "Continue" and "Replay" buttons should be added. More time to look at the artworks :P.
You can do this with a lot of things, even casting spells. UI isn't locked out when its not your turn and you can still sneak things in. It was worse when the time between turns was a little more choppy.