[quote who="seanw3" reply="10" id="3251209"]Hey Napean. You might try runnning the game as administrator and starting a new game. That works most of the time. [/quote] Worked fine, thanks for the pointer. Also, the colors seem more vivid. Maybe it's just me.
Napean
Just acknowledging the missing tree issue. Can see them on the cloth map, but zoomed in they're not there (I thought such an expansive plain was odd).
After having succesfully shrunken one of my combatants (Miredesi), the Wildling shaman continued casting Shrink on Miredesi. Maybe it figured Ceresa's spell resistance didn't make casting against her worth it, but it was less worth while to cast shrink on Miredesi, instead of engaging on melee. Playing on Challenging. Below is excerpt of battle from debug.err: Debug Message: TacticalMapViewWindow::FinishInitMapGfx finished. Debug Mes
Solid rig. Specs are more than enough for my purposes. Hope it works out for you. Not sure what a PSU is, but after your post, I'll look it up :) 16GB of RAM...how things have changed!
Thanks for the daily updates. Looking forward to the final beta tomorrow, and will FINALLY try to take off for this game - Oct 23, here I come!
Good review. Agree with some of the posters here; easy to play, hard to master is a plus (imagine a world in which Paradox dumbed down EU...). My only concern with the review was the bubble message at the bottom. While I appreciate the fact that FE is a case study in product suppport and customer service, I hope its narrative will move on to just being a great game, which it is as far as I can see. Looking forward to Monday (shame I can't take off!)
[quote who="GFireflyE" reply="221" id="3248851"]There is an option to set magic to 'Dense', allowing for better abuse of the shards. As is, there is no reason to build troops because magic is too powerful. Is why they are nurfing it.[/quote] Good point. Will play around with this setting (I've left it alone for beta purposes at present)
[quote who="BlackRainZ" reply="219" id="3248701"]DO NOT nerf spellcasting. It needs to be more powerful![/quote][quote who="Emperorjarin" reply="220" id="3248843"] Quoting BlackRainZ, reply 219DO NOT nerf spellcasting. It needs to be more powerful! Seconded. Spellcasting still feels kind of weak at the moment, and there needs to be a good incentive for a spellcasting character to actually specialize as a mage. Nerf traits like evoker and warlock, and there will be
Cool suggestion. I can't count the number of games I've played where whole regions were untouched because of dragon lairs and forest drakes. This would require players to also be wary, as an area is never permanently cleared; there's always the chance that some deeper, darker evil may emerge from that cave you found thirty turns ago. Getting the AI to be intelligent enough to protect itself, I'm not so sure of. May cause problems there.
[quote who="seanw3" reply="22" id="3245392"] Conquest is pretty simple, no changes needed. I have been specifically playing the Masterquest and I have to say, it is too easy. The game ending battle should be impossible. Losing it should beset the world with terrible monsters. It's not just too easy, losing doesn't seem to matter at any point. I would like some real consequences for losing the quest. Spell of Making is also too easy. This one lies in the AI though. They should all decl
Agree with OP and others. I hate it when this happens, and like others, it forces me to either build a new town and appropiate empire-wide food buildings, or to research a tech to make food production more efficient.
[quote]Arcane Armor doesn't require Heavy Armor Arcane Weapons don't require Weapons of War[/quote] [quote]Breons Letters, ereogs Journal and Heroes dont grant faction prestiege[/quote] [quote]Reduced the training costs of Bound Widows, Harridan and Hoarders[/quote] [quote]Sion Temple requires Ereogs Journal instead of Arcane Mastery[/quote] [quote]Fire Elementals can cast Embers[/quote] Love all of these. Guess you can tell w
I've noticed this effect more with removal of FOW. The fog will disappear, the lights will be on, but the structure itself will not be drawn. It is intermittent; I don't get this all the time, but I've noticed it.
[quote who="Alstein" reply="11" id="3241353"]One suggested tweak: have magic staves impacted by shards. Create electric and stoning staves for the other elements. I'd like to see a second tier of staves as well, and a Stave mastery tree for heroes.[/quote] Yes! Staves need more love! [quote who="joasoze" reply="12" id="3241355"]Resoln - corrupt all shards, get the splitting demons, strong death magic and just win [/quote] This actua
[quote who="Patho" reply="8" id="3241335"]It sounds like the scaling problems you describe are due to the linear nature (y = mx + b ) of the resources in FE and bonuses they grant. If these were converted to a logarithmic (y = logb x.) scale then diminishing returns with each new resource of the same type would provide a natural limit that the game elements could be balanced against.[/quote] I had a somewhat similar thought a few months back<a href="https:/
debug.err link: http://pastebin.com/enCciyRB Dropbox link to auto-saved game: https://www.dropbox.com/s/cz6s85lqys741py/AutoSave.EleSav Feel free to poke around at saved game as well. As the horsemen of old, I've found mounted magic stave wielders to be quite useful :)
[quote who="CagedByTruth" reply="30" id="3238561"]But if quests were cooler (triggered later quests/game events, had larger consequences, changed the landscape of the game either literally or figuratively) it would make the game a lot more memorable. It's a powerful opportunity.[/quote] Agree completely. This has long been on my wish list. A good mod idea...
[quote who="joasoze" reply="16" id="3238471"]The world is a lot more dangerous in the new version. THANK YOU!! You have made it!!![/quote] Yes, all those Wildlings in large bands is great. Sent my sov's army packing for home after a slim victory early game. Haven't voted yet, wanted to finish one game first, but I can say right now it is a blast. I especially love the music. The main menu theme has long been a favorite, but I like it all. &n
Forgive my denseness...but doesn't Overpower already do what everyone is talking about, where attack power increases based on # of combatants?
[quote who="Lord Reliant" reply="26" id="3236787"]I'd also love to see research impact/help/progress champions to a greater degree.[/quote] Agree completely. [quote who="NorsemanViking" reply="39" id="3236996"]Well, the benefits with the system is pretty obvious. It's called strategical choice.[/quote] Never thought of it that way before...Thanks for the heads up! Maybe these choices/tradeoffs could be better presented to the player, to let us simple
[quote who="CdrRogdan" reply="10" id="3236662"]The second is that as far as hp is concerned, the reverse is the problem....This can get absurd with enchantments and some of the high end buildings and a 9-man group can easily hop out the door with more than 200 hitpoints.[/quote] [quote who="Jean=A=Luc" reply="16" id="3236675"]The whole differing group sizes thing should've been axed imo. It just complicates balance so much. One group size for the entire game would work just f
I've actually seen some of my units (appear to) recover health with every hit.
Agree with OP. Check here for a similar observation. Cost Magnar the game.
Piggy-backing on OP. Noticed this bug as well. Not sure if it's related to alt-tabbing I do or not.
So I am playing .980. Have some editing to do. Thanks for the heads up Heavenfall.