[quote who="Alstein" reply="94" id="3340386"] I do wish we'd see more dual wield type weapons. Maybe something like a sword and dagger, or twin daggers? Maybe when you put Capitar and Urxen in the next expansion (this game isn't finished until they come back) [/quote] Yeah I just made up fake leaders for them to have them in my games.
Foxd1e
And I was going to give a suggestion to Allow some units to Dual Wield, Stardock read my mind. Also I think 2handed swords should still be attainable, like Sythe of the Void (I'm still wondering when you guys are going to fix that spelling error) just not researchable. So that heroes can have something special. Also can Kraxis get a lategame spear besides the Lightning Pike, it's a good weapon but it's not worth using over a big 2h sword like SOTV or Heart of the Glacier, or Sword
I like the bad random events, they sure do ramp up the difficulty of the game tho. Especially Curgen's Revenge or whatever it's called that adds all those new tough wandering monsters. A potential good random event could be a Golden Age that a faction enters into with added growth and prosperity. Pretty much bonuses to income, growth, and tile yields for a set number of turns. Another random good random event could be a Independant Hero army that's neutral or frien
[quote who="parrottmath" reply="93" id="3338866"] It rarely happens to me, but I would just like a different mechanic and a event based mechanic is something that would add another layer of uniqueness to this game. Roving monsters destroy city and spawn a quest in the process... Like SMAUG the terrible destroying a city and then occupying it, where you gather a team of 15 to remove SMAUG from your city and reclaim it for your own... I can enjoy an epic quest as such.[/quote] Eve
[quote who="Sanati" reply="11" id="3338871"] I'm not sure abilities use inherent weapon effects like piercing or even +elemental damage. The spear ability does terrible damage in almost all situations and is only worth using with 0 swarm bonus and two soft targets lined up, even then it's not "yay, that was effective" but more of a "meh, I think that was better." Otherwise using a normal attack with swarm bonuses does easily twice as much damage. I'd like to see a
[quote who="AlienFromBeyond" reply="9" id="3338845"] I think spears are better, that armor penetration means a lot, not to mention starting tactical positions usually aren't ideal for cleaves but are for impales.[/quote] It depends on the map I guess, some maps favor impale, and some favor cleave. I know this because I've ran an all Spear Cavalry army, and I've ran an all Axe Cavalry army. What army I roll with typically depends on the heroes I come across, if I get
[quote who="Sanati" reply="1" id="3338788"] Not sure but there's options to turn off camera snap-back, and auto-centering, maybe those will make it work like you are asking.[/quote] Thank you Sanati! I've been wondering why I can't get the camera to rotate freely in strategic mode, and yet it works fine in Tactical, now I know it's the snapback effect! [e digicons]k1[/e]
Everyone is throwing out great ideas, I really like the event-based ones, those could be very promising. I still don't see the problem people have been talking about. I've only lost one city to monsters in 98 hours. The only monsters that seem to actually attack my cities are Bone Ogre armies. The one city that I did lose was hit by Bone Ogres early game and they just steamrolled my hero and defenders right into a game over screen. Rock spiders don't seem to leave their lairs, nei
[quote who="Chubberz" reply="22" id="3338821"] Win! Reduced 29%Original 1920 x 1080[/quote] That is actually my most hated map because of that problem, along with how small it is (it's like 4 tiles wide) along with the dead tiles which look like they should be accessible but aren't which compounds the existing bottleneck problem already present.
[quote who="abob101" reply="1" id="3338633"] I notice with this one the Ogres, as well as others like Knights of Asok... they've dropped them from 3 units to 2 units. They're underwhelming yeah... but they're also free. But I don't get why they'd reduce it from 3 to 2 units.[/quote] Free but astronomical upkeep costs, at least for the Knights, I was paying 9 gildar a turn a peice for them! I debated disbanding them and demolishing/razing their HQ.
[quote who="Sanati" reply="5" id="3338723"] Creative city name. [/quote] Creative faction name too [e digicons]:ninja:[/e]
[quote who="SCampb29" reply="19" id="3338772"] I'd love to be able to customize setups, but it's nice to have battles start at varying, unpredictable ranges, from Agincourt set-piece distance to knife-fight close. Adds another element of risk and unpredictability to the game, and is again, realistic; the best-laid plans gang aft agley. Of course, if one were optimizing coolness, then a Commander-type maneuvering skill would allow competing stacks to vie t
[quote who="Mhantra" reply="4" id="3338670"] Quoting LightofAbraxas, reply 2Yeah, I agree. I'd much prefer doubled fortify bonuses and damage reflection against mounted units. I'm no expert, but that's the sort of thing that spears have traditionally been used for, right? Not in video games [/quote] Total War Series I'd like to see a few more one-handed spears. Correct me if I'm wrong but I think only Krax
hmm I thought that was supposed to be fixed in .51 [e digicons]X|[/e] anyways this bug has been reported already Edit: My bad it's .52 that's supposed to fix it, so I guess try not to click enemy army management screens until thursday. Also if you want you see an enemy units stats click on it's medallion (the big circle with their picture in the bottom left of the screen)
[quote who="UncleJJ44" reply="16" id="3338398"] Suggestion giving simple player control over tactical battles: It seems to me that a simple solution to this problem is for the player to be able to allocate suggested roles to units in a stack before the battle. This could be done by simply giving some of them F for front rank, M for middle rank and R for rear rank. And then depending on the map the units would be drawn up in either 2 or 3
All preceeding Life Symbols look fine. But the Archmage looks like a white blur in the skill tree, and it looks invisible in the character details.
[quote who="NunyaBizniss" reply="62" id="3337937"] Word difficulty is on hard. I'll probably world diff down and AI diff up. The monsters seem to be hurting the AI too much and annoying the piss out of me. The trolls I'm talking about wandered in from a wildland. I was protected by mountains mostly. There was a path through a narrow strip of swampland that they wandered in. [/quote] Haha those sneaky trolls! Yeah Challenging is much les
[quote who="NunyaBizniss" reply="59" id="3337929"] There needs to be more weaker monsters and less of the "deadly" groups. Monsters should be more likely wander around solo especially trolls, skaths, slags, ogres etc. It's outrageous and impossible to protect against such large groups. I typically settle carefully, I try avoid pushing my borders of monster lays as much as possible still some "deadly" groups of 5 or so trolls wander in from the wildlands. A li
[quote who="GFireflyE" reply="55" id="3337919"] Until there is an ironman setting, saving and reloading is part of the single player experiance and can never constitute cheating. Or at least as we must define what 'cheating' actually is, such a person is as much of a CHEATER as the individual who abuses an in-game mechanic that exists yet shouldn't like "Accuracy + Maul". People will justify and call this 'exploiting', but when the dust settles,
[quote who="flagyl" reply="53" id="3337915"] Destroying who's experience? The person changing the rules for their own enjoyment when it has NO IMPACT ON YOU? Why do you care? Broken mechanics, editing files, etc...who cares? Let me ask you-Do you want to look over my FE folder to see if I am cheating? Exploits are NOT cheats. [/quote] Oh exploiting isn't cheating? Is that why they ban players in certain games for it? Cheating destroys the cheaters experie
[quote who="flagyl" reply="51" id="3337910"] Since you answered my question, I will respond. One cheats by breaking the rules for an unfair competitive advantage. You cannot gain an advantage over an inanimate object that does not care or has no stake in the outcome of an activity. You cannot cheat your car. You cannot cheat the door. You cannot cheat a game because neither the game, nor the AI will feel or think (both activities limited to sentient organisms
[quote who="thadianaphena" reply="9" id="3337626"] I think it would be "more fun" if items like 5 wolf pelts could be taken to town and "traded" for a leather armor.[/quote] It would be even cooler if we could craft those ingredients into something. or you know that quest that guy makes you the Ice Wolf cloak but you have to get him 3 pelts first? What if there was a Quest NPC that could craft some things for you if you have certain ingredients? 3 Wolf Pelts=Ice Wolf Cloak,
Yeah you could do that in Gal Civ II I think or was it MoO2? That would be really cool, being able to spread some pop from one of your massive urban sprawls to one of your destitute cities on the fringe. On the flip side I think the AI would use this far more efficiently than the player could, and could possibly make the AI overpowered because it could build super cities even on the crappiest soil. Unless you could only add the pop once, i.e. when you build the city. So using
So much animosity in this thread. For the record the correct term for abusing ingame mechanics for an outcome that benefits the player is called exploiting. One could also call it metagaming, but the line between metagaming and full on exploiting is very thin. Of course you can cheat in a singleplayer game. Most cheat code websites are for cheating in singleplayer. Rolling back a save to get the AI to reset is a known and reported bug https://
[quote who="Gaunathor" reply="25" id="3337852"] Quoting Foxd1e, reply 24I thought that might be the case as well but I tried exactly that and it still sets it to the default bio, so I'm just gonna hold off on penning wonderful descriptive biographies until Stardock takes a look at it. Have you checked the character details? From what I can tell, in FE, custom descriptions show up in the details once you start to play, but not in the opening narration. It probably works th