There are only six World Achievements. Three provide 10 fame upon completion, one provides 1 fame per season, and the other two don't provide fame. Incidentally, the two you list as examples are two of the ones that do provide 10 fame. Merchantcross Bazaar: +10 fame Great Mill: +10 fame Hosten's Library: +10 fame Erog's Tower: +1 fame per season. Iron Works and Treasury Vault do not provide fame.
Darxim
[quote who="Mistwraithe" reply="39" id="3340497"]If mega stacks winning multiple battles in a turn are the problem then just make each army only able to attack once per turn. That is a much tidier solution than making all movement stop and it allows the player to still take loot if they win a battle (assuming they have enough moves). Current solution seems a bit like throwing the baby out with the bathwater to me.[/quote] I was just about to post this same thing. Except
No, it's not. I haven't run into that problem yet.
[quote who="enoeraew37" reply="2" id="3340544"]Been a month since any word about further support for FE. Buyers Beware, you might be buying an abandoned game.[/quote] They've been working on the LH beta, which is out now and you can play if you preorder LH. Once LH is done, then they'll be able to make updates to FE.
Yes! And have it permanently on my clumsy Sovereign so I stop hitting my own units when I forget that she's clumsy. Seriously, though, when you have 6 units that look exactly the same, and you're going up against 2 spiders, it's real easy to forget which units are beguiled. I have to keep checking the unit info window with their stats, and that doesn't make it any easier to see where they are in the turn order (especially since it's on the com
While it's true that most of the time you want to move only 1 square at a time, there are times when moving more squares at once would be fine if you weren't losing visibility as a result. It's also true that this has always been the case, but that's no reason not to keep bugging them about it. Squeaky wheel. I've requested this be fixed in the past, as well. I've also requested that any fog that's revealed during a turn stay reve
How did you get .80? It's not out yet.
[quote who="Kobracan" reply="20" id="3340802"]* When I decide what to level up my cities to (town / fortress / research city), I usually decide that based on the raw (unsettled) resource count of the tile. But after you settle the city, you can't see that raw count (you see the modified numbers). It would be helpful to show the raw resource count (4/2/2, etc.) along with the city stats.[/quote] You can get that from the city detail window, under Overview (it shows Population, Unre
[quote who="FuzzyGold" reply="39" id="3339352"]Sell your excess horses.[/quote] Yeah, that's what I do. Trade your excess horses/wargs to other factions for Knowledge/Money/Crystal/Metal. I do agree that you end up with a lot of them, although this has been lessened since they added the requirement of getting the appropriate tech before you can build the harvesting improvements. Mounts do actually increase the unit wages already, and also add la
Changing the leveling progress, or making the traits more worthwhile, would be very easy to program. The first would just be changing numbers in a database somewhere (I haven't found where), and the latter is just editing the XML files, which is very easy to do (look in the Mods forum). It's not so much about programming as it is determining what's balanced.
1. You might want to set your Monster Frequency to Dense. I've been leveling up just fine. Quest frequency, too. 4. One thing you might try is, don't cap lairs. Lairs will spawn new units regularly as long as they exist, and they get more powerful over time. This will give you a semi-steady stream of XP. Of course, you have to avoid your Zone of Control from going over it, because that automatically cancels the monster-generation. Also, for
Whether you can still kill them or not, they're supposed to be moved next to the city. I can see that being on top of it could cause some additional problems.
1. Disagree. I don't really have anything to say beyond my disagreement other than it doesn't make sense. I guess my disagreement isn't very strong. 2. Very much agree. That green surround box is barely noticeable. 3. Meh. 4. I feel there should be a reverse mechanic for Swarm. Swarm is basically something from old tactical combat games, and I remember Military Madness in particular would give you a defense bonus for units surroundin
It's true that the higher the difficulty, the less likely monsters will attack AI players. It's one of the ways they make it harder. It used to be "never" on Insane, but I think I've seen some attacks in my most recent games, so they may have changed it. I think I've seen monsters attack other monsters, which was new (I didn't think they did that even at the lower difficulty levels).
I've updated the list again. I finally went through and removed everything that's been taken care of already, and added one new thing (although I didn't mark it as New in the list). - In the Encumbrance tooltip, show the weight numbers for each level of encumbrance. For instance, a unit with a max Encumbrance of 50 would show Light as 0-19, Medium as 20-40, and Heavy as 41-50. Really you could just show Medium's, because with th
I've got a list here: https://forums.elementalgame.com/439642 I need to go through and mark out things that have already changed. I'll get started on that now.
Did you start your game before patching? It could be a hold-over problem.
I've seen units taking strange paths from start to finish, often going a greater distance than should be possible for them. I haven't seen it happen in a while, but that's probably just because I move my units one tile at a time as much as possible (to maximize exploration, deal with things I couldn't see, and because the program still will often make bad pathing decisions). I've seen it happen across any terrain, with or without roads. I h
[quote quoting="post"]You now have visibility for 1 tile outside of your borders[/quote] Of all the gameplay changes this patch (or even last patch), this is my favorite. I have lost many cities to monsters that I never saw coming.
After ending my turn, the game crashes. I have tested on two different computers with the same results. I'm not running any mods. Both machines run Windows 7 64-bit and have nVidia GPUs, but are otherwise quite different. Both machines are up-to-date with Windows updates and drivers. I've tried turning off all the options I could think
Print Screen as the button to take screenshots should be determined by the program itself, not by Windows. Have you tried just hitting Print Screen without the Windows key and then checking your Screenshots folder?
Considering the amount of hazards a unit could auto-walk into, and that they have no problem with walking right up to a monster 100x more powerful than they are, I think the Explore option should simply be removed from the game.
Sometimes when an army with only one hero in it gets attacked, only that hero shows up for combat. The rest of the army is missing. Then, when I get defeated, it shows everyone as having died. However, they didn't die, they just teleport to whatever city the hero goes to to recover. So, while at least I'm not losing my army, I'm still losing a fight that I probably wouldn't have lost otherwise. I've seen this issue sometimes on prior version
[quote who="FuzzyGold" reply="1" id="3340625"] 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
I have noticed this as well. Sometimes it does reduce the armor of the target, but it's supposed to remove it entirely. Considering that it has a cast time and a short duration, it's currently not worth the gamble and reduced (if any) impact.