As topic. It's really hard to read them in a lot of cases. Another suggestion would be to show the name for discovered Wildlands on the cloth map as well, once located.
Mtrixis
As topic. I didn't see any option on the Outpost menu to direct the resources within its borders to a specific city. This is really annoying when dealing with direct city-boosting resources. Even if a given resource or outpost ZoC had a limited list of cities it could supply based on range, this would still be preferable to the current system where it seems to simply arbitrarily pick a nearby city and give it the resource (in the most recent case, it assigned one clay pit to my ca
Without commenting on the specifics, I'll say that I'm firmly in favor of less, more powerful traits . I have a personal distaste for really small incremental upgrades, I'd rather be making tough, interesting choices than taking upgrades that barely have any visible effect until you've gained 10 levels (and already have a huge stack of doom at that point, making your upgrades uninteresting for a long period of gameplay).
Messing with savegame bugs, I retired in my current game and immediately earned the Rise of Gilden and Waiting out the Clock achievements for winning by having the highest score at the turn limit. Seems unintended ;)
Had this happen several times - from a game, if I go back to the main menu and load a save game, when the file loads empire tree simply disappears. I've had it 'partially' reappear, with a unit I selected to move showing up, or a city that hit the end of its production queue, but quests vanished entirely, and the display looked odd for the partial reappearances (no category headers).
Currently all the treaties and trades have a fixed monetary value attached to them - but there's no way to simply click one button to pay the current 'balance'. Instead you have to use the Gildar adjustment buttons/text field to fill in the value for every transaction (and there's no way to do more than one treaty at a time). Seems like pointless busywork when it could be set to simply fill the trade with whatever your Gildar deficit is for the current transaction.
I'd like to be able to set WERD to control the camera, and adjust the other commonly used hotkeys in a ring around those, not the arrow keys on the right side of the keyboard. I don't see any in-game method of modifying hotkeys, is there an ini or something that can be changed?
Pretty simple. I expected to be able to right click from a city to set a point for units built to emerge, or for units ungarrisoned to appear, but that doesn't appear to be the case. This is pretty annoying if you have units popping out onto rough terrain with a road on the other side of the city, and has gameplay implications beyond a few wasted turns if you have a hostile enemy army en route to another city nearby that needs reinforcements.
There doesn't seem to be any way to adjust the build order if it extends past 5 items. If I found a new city and immediately queue up new structures and a unit or two, it's impossible to drag a unit queued up near the end to the front of the list, because the tiny little build order in the bottom left of the screen only shows 5 items with arrows to change 'pages'. If you go to the city details screen, you can see up to 9 items, but any past that and the arrows
I'd rather see bonuses for less, larger cities than penalties for more, smaller cities. Penalties suck, bonuses are fun, either one serves to balance the strategic options.
Until devs ditch the failed concept of having the AI play the same game as the human player (it can't), I don't think this problem is ever going to be fully solved. AI can be written to perform fairly well in restricted environments (ie, tactical combat), but it's never going to be as good as a proficient human player on a strategic level. It's even worse when the AI is expected to perform some sort of 'diplomacy', which also never works well, and is al
These were definitely equippable by the heroes in question, so I don't believe it was that. It seemed to stop happening not long after where that save was, so I'm not entirely sure what the precise trigger was...
Not sure exactly what triggers this, but I had it happen in several different situations - each time, it was equipping a new weapon on my heroes, and the game promptly crashed. I don't have the windows error log, but here's the save file in question, I had it happen three times, so it should be reproducable. [URL=http://depositfiles.com/files/f6go13zir]http://depositfiles.com/files/f6go13zir[/URL] edit: Seems to be related to trade and equ
[quote who="Frogboy" reply="52" id="3074356"] Quoting Emperor_Nero, reply 49 Does this mean that any suggestions we make that aren't about balancing just the current mechanisms we are just wasting our time? If the suggestion involves getting rid of some basic game feature like technology trees or mana then yes, you're wasting your time.[/quote] *raises eyebrow* With zero developer feedback or direction, how exactly are we supposed
You can move them easily enough - hit Edit, then just click the dropdown for the subforum above and move them that way. I know this because I made about a hojillion reports before I realized they wanted bug reports going there [e digicons]XO[/e]
There is one, FE Support. And yes, the (lack of) search sucks. It's nearly impossible to even track down an existing reported bug/issue.
[quote who="Satrhan" reply="6" id="3071303"]I don't expect significant changes either. Judging from some of Frogboy's and Derek's comments, FE is in the "it just needs some balancing and a bit more content. And maybe some UI improvements." stage. I think it's far from that point, but we'll see I guess...[/quote] In a hypothetical build where all of the major balance and pacing issues were addressed, I'd still have problems with tactical combat, city development
Agreed, I asked about debug commands awhile back but never heard anything. Shaking out crash bugs and other glitches is important, but for straight testing of specific spells/units/etc, its faster to do it that way than through normal gameplay.
Don't really want to see a system like this. The game already has armor with bonuses against different attack types, but it's not something I'm ever going to go out of my way to utilize - check the stats of every enemy in every fight and then swap out my equipment or bring different troops? No thanks, too much of a micro mess.
Normal -> Challenging -> Hard -> its easyeasyeasy. Small, Medium, Large maps, whatever. Ridiculous (on the previous builds) was actually difficult - if 900% production bonuses can be qualified as difficult [e digicons]:rofl:[/e] The AI isn't really fully functional yet. It can 'play' the game, but its vulnerable to any number of exploits - and there are so many aspects of the game that are exploitable right now it barely matters what you set it to.
I don't have problems with the core tac combat systems in the game currently. They just need tuning. Nor would I want hyper detailed tactical battles, or games would take bloody forever to play. That said, the current tac combat needs a lot of tuning :P Waiting to see what/how they patch in the next few major patches. As it stands, tac combat currently is either too easy or too boring.
[quote who="ben_sphynx" reply="65" id="3071268"]Maybe some hero abilities such as '5 mana discount on the first spell cast each combat' would help things.[/quote] This is pretty clever actually, it has some interesting implications - a few traits/abilities of this nature and you could cast spells even early in the game, but your ability to use them continuously would be dependant on your overall mana total. I like it, particularly in combination with some form of tac mana cap
You now have an insight into the joy that is game development
There is, but it's obscure - if you edit the existing Pioneer they keep the ability to settle/build outposts. I typically build speedy/mounted pioneers for the midgame. So, despite it existing in the game, I'll throw in my vote for this to be a piece of equipment, not an inherent trait to one unit - it's extremely opaque to a new player to have to edit one specific unit to be able to make a 'new' pioneer.
There's been plenty of suggestions for nerfing the other crazy hero power stuff, I'm focusing on the magic system in this thread (though some of the issues do bleed over, Initiative is insanely powerful for melee or magic, as is movement speed). I'm not too worried about the individual spells, they actually did a decent job for a first pass on differentiating spells and schools (not every school has a generic damage spell, they covered most types of damage delivery like po