Even if it's not added... They could at the very least least snap to the nearest road connecting to the city. Edit: Oh right spaced on this. Use Auto Station New Units if this annoys you a lot. You'll have to pay more attention to the pop ups on the right hand side of the screen, since these units wont be snapped to when executing the moves of other units.
Schweiz
[quote who="rvgr" reply="24" id="3278280"]Why not? Penta-Mages rock. Some of the best spells are the cross-school ones.[/quote] They'd just be wasting money and perks, they're not as smart as us ;). Having 2-3 schools to get the main cross elemental spells should be enough for the AI to utilise. Else they would be spoilt for choice and probably end up casting all the wrong spells at the wrong times. Try running auto battle and having your water mage cast that 150 mana defensiv
Sounds like we want tapering armour penetration. Fine against unarmoured opponents at all ranges, worse against armoured opponents at range, but don't lose effectiveness when the enemy tries to close in on them? Or will this STILL make bows too shitty when trying to gun down opponents?
Ah just as I was about to log out and get some sleep I had an idea why improving the throwing weapons could be a useful game enhancement. It stemmed from re reading this post in the limiting bow range thread: [quote who="Mubunu" reply="11" id="3277653"]Units throwing knives are primarily melee units, so they'll anyway rush forward to attack you in close combat. Doing so they get into range for throwing knives.[/quote] Enhanced throwing weapons could be useful as th
I think that's a fair boon to the final rank of bow and would have no problem with it. Mounted+Charge has the ability to render range meaningless, so I don't think completely removing full battlefield range on bows is needed. On smaller tactical maps the lower rank bows might still end up having full coverage.
[quote who="Humility" reply="21" id="3278234"]Unless A.I Porcupine can't reseaching book and buy, learned it... but in hand of player, yes, she don't need waste 6 points on it, but however in hand of a.i, I am not sure she could buy and learned it, sure they can do that armors, but learned from book, not so sure about that...[/quote] Well they should be able to use books they find (exp, stat bonuses), and hopefully buy and use potions. She could definitely drop a school if the
This was pretty fun in Distant Worlds. You even had the option to genocide the population of a world you conquer. You could tell your races not to intermingle and such depending on your races appreciation of other races. Especially nice if your race was weak in combat and you managed to subdue one of the real strong races (Insects usually). And the races gave a % of their bonus to your empire.
Maybe we can throw some [e digicons]:banhammer:[/e] s at the devs for this to be changed when the AI gets an update. Unlimited range is very powerful. Weed out the weak and make the initial damage dealt in melee combat minute can make battles brutally one sided.
[quote who="HaaS76" reply="9" id="3277727"]MAJOR - drag&dropping the items in the build cue of the town should update immediately (there is a random error not making the first item in the row after drag&drop)[/quote] This is a bug, in addition, holding shift when trying to select multiple units in this part if the interface makes the mouse all flickery for me. The inaccuracy when positioning the items is annoying but I work around it by dragging from the beginning t
Not tomentio[quote]First, Porcupine. She's got the weakest race, thus the weakest troops, and she starts with the three magic paths that have no early combat potential.[/quote] Let's not forget she has Decathlon... She doesn't need to waste 6 points on 3 Magic schools. What's wrong with the Gilden Guy? That guy seems to be all gravy. Spends too much time teasing that fabulous hair do to complete quests?
[quote who="Lord Xia" reply="7" id="3277736"]The throwing knives when added to troops, should work like other attacks and be multiplied by the troop number. Right now, 7 guys with knives do the same damage as one.[/quote] This needs to be fixed first off. If I pay 5 sets of knifes for my trained units I want that DMG. Then what I want is there to be tiers of throwing weapons. Daggers, Knifes, Axes, Pilums. I'd love for you to be able to take throwing spea
[quote]For Noble, make it +2 faction prestige and -10% unrest to all your cities.[/quote] Agreed, however unless faction prestige becomes more useful (pulled into giving a bonus to diplomacy or some traits), this could be changed to a flat +1 growth, or +0.5. [quote]I can't really say how good the 30% bonus in trade is, I have used Diplomat and have traded, but can't ever think that I really noticed a huge difference, as the AI tends to rape you in deals[/quote] <
[quote who="Frogboy" reply="7" id="3276713"]Our non-games are getting lots of coverage (we're in USA Today -- today in fact) but for some reason we're having a lot of difficulties getting the game media to cover it.[/quote] Sucks about the games, but your other works getting publicised is great news (it was literally news). These programs look great, if I ever had to seriously use my computer for work I'd definitely grab a few. They make everything seem so much neater. And
[quote who="Martimus" reply="32" id="3276701"]I like the idea of having to bring down the beasts HP to under 10 or so before you can tame it. That mechanic works relatively well in Pokemon . That would make low level beasts easy to tame, but force much more effort to tame higher level beasts.[/quote] A true nerf would be to make them uncontrollable. It's been discussed elsewhere the AI is pretty poor at tactical battles. ;)
[quote who="TheBirthdayParty" reply="5" id="3277289"]No the AI does not stutter step.[/quote] It does. [quote who="TheBirthdayParty" reply="5" id="3277289"]If the AI has range in a battle ALL the melee defend aka do not move.[/quote] I haven't had this happen to me, but it could make sense. If it does happen the AI would need some kind of overmatch setting, to see when its outnumbered by ranged units or not.
I like how Altar quest spam is self propagating. Use the quest reward from one henchmen. Recruit another henchmen. 2 henchmen finnish a quest each... 4.... 8... 16... Though you would reach a bottle neck where you cant afford enough scrolls and influence would need to be traded. Given influence is worth more than gildar and very adaptable, the reward from heroic is many times better than whatever the quest reward would normally be. [quote who="Tuidjy" reply="6" id="3277036"]It
How many volcanoes spontaneously erupted?
[quote who="Kamamura_CZ" reply="10" id="3276383"]I don't care, but generally, there should be no females in close combat roles ever. But since this is fantasy, it does not really matter.[/quote] Did you not even watch Mulan ? For all you know your henchmen ARE women already. [quote who="CryptoNerd" reply="26" id="3276544"]Forget just females, I want a Cave Bear henchman.[/quote] T-t-t-trainable bears? oh god n
Mancer could kick ass all day. But my thread never took off. There is a lot more balance disccusions happening now so I was tempted to bump... Capitar also has a passive playstyle the game doesn't equally reward as it does an agressive one. And Blessing of Serrane shoots blanks just as often as regular caravans. [quote who="Kalin" reply="8" id="3275079"]Mancers just suck, because accuracy is easy to get e
the experience of Fallen Enchantress never dulls and layers will always feel a sense of accomplishment while playing. Fallen Enchantress never dulls and layers will always feel a sense never dulls and layers will dulls dull AND BLAND, [e digicons]X(
[quote]- there is no decimal representation of the movement points. You have to count all steps on a road to know how far you can get (not to stop by a monster accidentaly). It is more than necessary.[/quote] My opinion is that the game should just draw the path it has calculated for the units travel. Then chuck some integers on it to represent the number of turns it would take to get there. Or have the path it can take with the movement points it has left show up as blue, then the on
One of many reasons I enjoyed CTP 2 so much: http://www.scribd.com/doc/58682717/Call-to-Power-2-Tech-Tree Something I would like is the possibility of alternative Tech paths, that may converge on the same tech, but without requiring the other path. Like if Tech A and Tech B both lead into Tech C, Rather than A&B=C (A and B required). You could do A|B=C (A or B required). An example could be having Horse Riding and Warg Riding on the same rung. Then have them lead i
I think there is a cost multiplier for Wonders, or other important buildings. The great mill cost me a crap load more when it was 20 turns left than that Granary did when it was 21 turns. I still bought it. Capitar Credit Union brand Credit Cards have no limit. Edit: 6. Buy unrest lowing buildings, raise taxes. So long as unrest is low, additional tax levels provide no negative and produce additional gildar. (adds to Point 3 also)
[quote who="rvgr" reply="6" id="3275728"]This does highlight one problem with FE: by the time the high level techs like catapults become available, the game is usually over. All those fancy end of line techs usually appear too late to make much of a difference.[/quote] Nah, usually you're used to having your army move at 4 moves/turn. Stay home Catapults, gotta go fast. I've always wanted to make a walking army of knights backed by catapults... but once you go cavalry... It
I don't really even notice gender of units most of the time. Throw a chain mail coif and a cloak on them... But for variety I don't see why not.