[quote who="NanakoAC" reply="7" id="3273903"] does anyone actualyl still play strategy games like that? the thought seems abhorrently slow. imo it would be a complete waste of effort these days [/quote] Yes. It allows for asynchronous play with other people anywhere in the world. If we were playing by email, I could take my turn while you're asleep or at work or whatever because, unlike hotseat or networked multiplayer, it doesn't require all players to b
nDervish
[quote who="Trojasmic" reply="162" id="3313084"]2. I will click on the other side of an AI outpost area thinking my unit will just move the five spaces through the outpost area to get there. Wrong. The unit will turn and run the other way taking some crazy roundabout path that takes 16 turns to get there when it could have made it through the AI outpost area in 2 turns. VERY FRUSTRATING... RELOAD FROM SAVED GAME.[/quote] In that case, I can understand it.
[quote who="Malachon" reply="6" id="3312721"]Actually, I disagree. Seeing how few city spots there are in some games, getting a 'sure thing' city spot for a mere 300 mana would be too cheap.[/quote] Perhaps. But, even if that is the case, it definitely needs to provide a visual indication (either red squares in the affected area display or simply refuse to be cast) if you're targeting an area which is too close to an existing city, so that some/all of the affected ti
[quote who="mqpiffle" reply="2" id="3312519"]Are you saying you want to adjust base damage calculations? These are hard-coded and thus cannot be changed afaik.[/quote] Looks to me like we wants to eliminate all basic damage and is wondering if he can accomplish this by buffing all armor to an insane degree so that all weapon hits will do 0, or at most 0-1, damage. I doubt that it will work, though. Spell and elemental damage (e.g., staffs) bypass armor entirely, so
[quote who="sweatyboatman" reply="18" id="3311404"]the weird thing is that FE has manual road building if you want it.[/quote] ...and you put a hero on Path of the Governor and then drag him around and level him up several more times until he randomly gets the Rare (or is it Uncommon?) "Road Building" trait, which, for me, usually seems to only happen after I've taken over half the map and the game is already over except for mopping up. There should be trainable road-build
[quote who="IlluminaZero" reply="2" id="3310313"]Actually, I think alliances are bugged as the last game I tried to shield myself with alliances none of my allies declared war on my aggressors... But I'm not certain if this is consistent behavior as that has only happened once.[/quote] Agreed. The few times I've tried alliances in FE, my allies have not declared war on me when I was attacked and I was not automatically brought into it when my allies were attacked.
Good point - the territory point is also very relevant here. I've never seen a green lair flip back to purple after my territory expanded to cover it. The specific case that I'm primarily referencing was an (IIRC) ignys lair in the fire wildland. After conquering the wildland, I planted a couple cities, but my sov was needed elsewhere, so he immediately ran off after I finished cleaning out the remaining monster stacks, leaving this one lair behind, since it was gr
[quote who="Sanati" reply="2" id="3309734"]1. Look at the icon above the lair. If it's still a purple symbol the lair is still active and will eventually spawn something else. If it's a green symbol that means it's done spawning, it's just a goodie hut now.[/quote] Not quite... I have seen green lairs spawn a new monster and revert to purple a few times, but it takes quite a while for them to do so. What it looks like to me is that the purple symbol means
[quote who="archdrake" reply="10" id="3309192"] Quoting Kongdej, reply 1I think this is too much for micromanagement for your trained units, I would rather have "classes" as a trait-type thing, that I select when I customize the unit, this class trait will determine how many hp/accuracy/magic resist and whatever stats go up for each level-up I honestly think that if the upgrades and random and have some variation then it wouldn't be too much micromanagement. For one thi
The one time I've encountered an Altar faction led by the Magnar sov it was because the game had two AI Altars. This solution is, IMO, better than having twins leading both of them, especially since going to diplomacy and seeing which sov I was talking to was the only way to distinguish between the two Altars.
[quote who="jwallstone" reply="82" id="3308291"]4. UI Behaviors. Somebody else mentioned how double clicking a city brings up the build menu and places an improvement to build - very annoying and unintuitive. Also, if I double click a unit in battle to open up the information screen, if the unit is located where the "Done" button would be on the info screen, then the info screen closes immediately. Basically, the UI registers the second click as closing the info screen, even though the double
[quote who="Kongdej" reply="7" id="3308163"]In my opinion the master quest should be re-cooked, and the magic victory should warn you and give vision and all the stuff you need. The AI NEED to RUSH people going for magic victory, throw everything at them, even if its an AI.[/quote] Agreed that both Master Quest and Spell of Making need a good deal of reworking. I'm a little iffy on AIs going all-out to take down anyone pursuing Spell of Making without first defining what con
[quote who="Sanati" reply="34" id="3307693"]I think it's relevant and I see a way to make it work. Basically everyone could start in a bubble big enough to hold maybe 3-4 cities, everywhere else on the map could be something like a giant wildland that can't be conquered. You can settle in it without doing anything special, but monsters could constantly spawn in this area and group up to attack any units or cities inside it, perhaps increasing in strength the further one invades. So yo
[quote who="Bobchillingworth" reply="3" id="3307934"] I think ideally the player would get warnings at multiple points; "AI Player X has completed the Tower of Whatever", "AI Player Y has begun to cast the Spell of Making [with a timer in the corner counting turns until they win]". If the player doesn't react at any of those points and intervene, it's their own darn fault for being outplayed. [/quote] Two words: Huge. Map. I tend to play
[quote who="Nick-Danger" reply="5" id="3307827"]Apparently everything in the game is RNG. Matters little what we do, diplomacy-wise or otherwise, it's a crapshoot. If an AI declares, reload and more times than not they won't re-dec (or the reverse). This is a very strange design decision for a 'strategy' game. My guess is that RNG is easy to program, and 'intelligent' choices (such as 'if player does X then AI does Y' is time-c
[quote who="Sanati" reply="30" id="3307462"] Quoting nDervish, reply 24 Not really the same thing at all, IMO. FE's non-contiguous penalty is a flat amount of unrest, regardless of whether the settlement is separated from the rest of your empire by one square or by half the map. In the more typical model, it's all too easy for a large empire to end up with outlying settlements which are fully-connected with both roads and contiguous territory all the way back to
[quote who="Vendetta187" reply="17" id="3306800"]You're a warmonger![/quote] Yes. Yes, I am. :D Which leaves me shaking my head every time conquering an enemy city makes unrest go [i]up[/i] in my capital. What are these people? A bunch of ultra-pacifist hippies? Have they no sense of national pride? Why are they angry with me for conquering the treacherous foe who launched unprovoked attacks against our people rather than reveling in our v
[quote who="Heavenfall" reply="5" id="3306953"]What is the difference between deleting it and hiding it?[/quote] Deleting implies that the design will not be available to you in future games. Hiding does not carry that implication. If they are actually equivalent, SD should change the button to read "Hide" for both stock and player-designed units. Personally, I like to keep my unit list clean by hiding anything that I'm unlikely to want to build again, so it
[quote who="Frogboy" reply="11" id="3306534"]For FE, I like a lot of these ideas. In the upcoming expansion, the "Faction prestige" thing is going away. Instead, city growth will depend entirely on available food and unrest. The more cities you have, the more unrest you get.[/quote] Nooooooooooooo! Granted, you are the dev, Frogboy, and also granted, I love the design of FE so far, but the one thing that really kills most Civ-style games for me is that they in
[quote who="Phidrae" reply="7" id="3306678"]...and a population of over 10,000 (wanted to get that achievement).[/quote] Where is there a list of what achievements exist and which you've gotten? I haven't been able to find it in-game or on the website. Also, is there any reason to be logged in while playing aside from allowing achievements to be recorded?
I start at no taxes and live for dozens of turns on looting defeated monsters and doing the occasional quest. When I finally run down to under 75 gold, I'll switch to low. Later in the game, I eventually notice that I have 20,000+ gold in the bank and at least consider going back to no taxes, but usually don't, purely because I don't want my markets and other gold-producing city improvements to go to waste. My current game, I'm playing Stormworld's Unde
[quote who="Gaunathor" reply="1" id="3305883"]The Tenfell University also has a typo in the CoreAbilities.xml: "Tenfell University keeps this city's Unrest from effecting Research." Should be either "affecting" (I think) or "reducing".[/quote] You are correct. As written, "effecting Research" means, more or less, "causing Research" (bringing it into effect), which is just the opposite of how unrest would normally affect it.
Yes, elemental damage ignores armor completely. Yes, elemental damage affects magic-immune creatures. Magic immunity protects against spells targeted at the creature, but weapon attacks are not spells. If it helps any, I suppose you could think of it as that the magic happens at the staff, where the fire is created, but it's then normal, non-magical fire when it flies across the battlefield and hits the target. Yes, elemental damage from weapons is adjusted bas
[quote who="NaytchSG" reply="15" id="3305797"]I would further suggest that as soon as you pop up the build list on a city, the pop-up can be scrolled up and down and as you left click a building, it auto-populates the build queue. As it stands now I have to [click] Build, [scroll] to desired building, [click] to highlight, move mouse down to [click] Build. And repeat for the merchant and the cleric and the bell tower and the study and the other building that reduces unrest and ugh [/quo
I've played a game on a no-resources map and thought it was great fun! Just focus on what is available to you (light weapons and armor) instead of obsessing over the heavy weapons, mounts, and enchanted items that you can't build. I get the impression that, although you may suspect it, you haven't quite realized yet that [i]nobody[/i] has mines, etc., so this isn't placing you at the huge disadvantage you're assuming. Those things simply don't exist o