Same, and it's infuriating. I have a new computer and it still runs terribly. I can play BF3 or Witcher 2 or DoW2 or whatever at 1920x1080, but this game brings my PC to its knees. I really hope it isn't just inherent to the engine, it would suck to have so much design effort poured into a game burdened with awful technical performance and bad ui.
Mtrixis
I'd rather not see that happen because I find the current buildings entirely boring, and adding maintenence would be adding forced decisions, but not especially exciting ones. It's sort of like... would you rather be spoiled for choice with too many awesome options to possibly be able to build them all, or would you rather be forced to make fundamentally uninteresting choices. Which is cooler, choosing to between speccing into an elemental city that produces aligned el
I didn't know they had maps as rewards, I'd like to see that again. Anything to speed up the early game scouting really, just so you can get a good sense of what's around you, and where you should be focusing your attention.
As title. They're too thin and pale, especially when zoomed out at all. Make them wider and darker to increase their visibility.
Double clicked on a Wolf encampment on the overworld map and got this: [IMG]http://i.imgur.com/y8JYk.jpg[/IMG]
Monster amount, tech speed, shard frequency, and resource frequency can all be set from the startup screen. Not that I disagree with more world creation options, more is always good in this case.
High init allows this to go off without even using Haste - by the end of my last game, I was casting turn 1 Blizzard , annihilating entire full strength garrisons with one cast.
I've played several games to completion now, on Normal/Challenging/Hard, Small/Medium/Large, some feedback for the team: I realize it's early yet to be pushing hard against the AI with all the balance issues, but the victory I scored in the title pretty extreme - the only place I can go from there is Ridiculous AI, and I'm not sure it would matter. Finished this game with the Epic Quest victory. Oh, and I was playing Lord Relias with some vague idea that his bonuse
I realize the game is supposed to be post-cataclysm, but all the brown on the map is _ugly_ It's ugly to look at to start, its ugly on the world map, and its ugly to look at in the innumerable tactical battles that take place on wasteland terrain I realize that developed land changes later, but I was shocked at the visual difference in the 'new' special tactical battle terrain areas (ashlands, snow, etc). They look good! Like really good. In contrast, the b
I've completed multiple games, and each time, I end up with the bottom of the scoreboard score, regardless of what method I used to win or how well or poorly I did throughout the game.
Completing the master quest you would expect Story -> Cutscene -> Scoreboard. Instead I got Levelup, levelup, loot reward, loot reward, story, cutscene, scoreboard, main menu, loot reward!
Casting Growth on a unit has caused it to Shrink visually a few times instead - buff still seems to apply correctly, and casting another spell on it causes it to revert to, uh, fully grown size.
Kind of a lame way to finish the epic quest eh? :P Presumably the same is true of other quest items.
Apparently if your army would overflow the garrison of an allied city, you can't move through it - and on top of that, you can't cast Lower Land in an ally's territory - end result? Had to take a HUGE detour around his land to get to my destination because I couldn't move through his cities or make a pass in the mountains.
Cast Sunder on Delin, the Pyre of Man, and it actually healed him O_o
Occasionally after winning a battle with an army that does NOT have a hero, I'll see a message indicating I've acquired some weapon or armor or whatever. I don't believe this is supposed to occur.
Defeating any type of monster that drops 'trophy' items that can be solid pops up a message for every single item, instead of a simple summary screen displaying what you looted.
GC2 didn't have tactical combat, and research/war strategy revolved around building to counter your opponents choice - vastly different game situation than FE. Too much detail in tac combat in a game like this bogs it down to the point where you dread getting into wars in the late game (unless you _really_ love fighting), because you can't always rely on the auto-battle to handle medium size fights efficiently. Not jumping on you repeatedly, just stating my view on the
Because you can make 'gaps' in a city built a certain way, spaces that are valid for units to eject into, this happened: [IMG]http://i.imgur.com/ZUJIq.jpg[/IMG] That scout can't get out of the city because the city's garrison is full, so it's not allowed to travel through the city. To fix it, you have to move a unit out of the city, then move the scout, then put the garrison back in, or put the scout in the city, select it, and move it out manually,
That's the sort of thing I don't want to see. To take advantage of that, you'd have to check the armor type of every single enemy on the battlefield to ensure you're maximizing your offensive potential - and there wouldn't be any real choice involved, how do you plan for what enemy types you're going to face? You'd end up either occasionally receiving a bonus, occasionally receiving a penalty, or constantly checking enemy stats to determine what armor they
This [IMG]http://i.imgur.com/xxiWI.jpg[/IMG] Has been popping up every turn for quite some time. I have no units in or around Capitar's borders
When Quick Move is enabled, please disable the 'swing/counterswing' animations to speed up auto-resolve battles on the world map, OR add a separate option to kill the animations. I often find myself using cloth map simply because it suppresses the animations, speeding up resolution when dealing with a bunch of brushfires.
I *think* this is related to playing for a long time on the current build, but eventually, all in-combat sound effects simply stop playing
This doesn't always occur, but occasionally if you issue an attack order from behind a friendly unit, a mounted unit will fly across the battlefield and perform the attack, moving out of their square visually and charging to attack, then returning to the square two spaces away.
Unless I'm missing something, there's no way to adjust the position of items in a build queue. The build queue panel in general is kind of ugly if you have more than 5 items in it, as you have to scroll with a tiny little arrow, which would make click and drag there impractical - it might need a new ui panel so you can adjust the build queue.