Rounding possibly? The numbers are fractional underneath everything, they just get rounded when shown onscreen. So the city might actually be 1.2 pop away from going up to the next level and is still 0.2 short after 1 turn, does it go up in level if you wait 2 turns?
Mistwraithe
Actually it occurs to me that maybe the Altar I was watching DOES have the scout ability if it is a custom faction I made ages ago and then forgot about (as I said above there are two Altar factions in the current game). I'll have to check if I get time to start FE again this week... assuming I can check, it doesn't seem easy to find out a good list of faction info.
Thanks for the positive comments guys. I really apologise for the poor formatting of my original post, I knew at the time it would be much nicer if I grouped things better but I really am short of spare time this week - maybe I'll go back and tidy it up some lunchtime. Anyway below are further comments from later in that game. I'm still enjoying it but I am finding the game 'slow' to play, not because my computer is slow but because there seems to be a lot of overhead
I've played one game now and have two main things to say: 1. The game is becoming both great fun and rather addictive. 2. The game is a long way from being stable, polished and balanced. Unfortunately I'm really under the gun this week and don't have time to tidy up this list of problems so I'll just regurgitate them in the order I wrote them down. My impression here is that some of the UI issues I have pointed out may not have been mentioned to Stardoc
Yeah, good ideas. Will see what Stardock come up with but I hope they aren't going to stop with the band-aid half solution they currently have.
I'm enjoying the game, it has that one more turn feel for me. If this was the previous vote (which was during the mechanics betas) I would be tempted to go Excellent (last vote I think I went Good). However it is not that vote. Instead Stardock are increasingly talking as though the game is ready to release. Frogboy in a post said FE was now the most solid and polished game they have ever released. So one must vote in this context of a nearly complete game. And I'm afraid in t
For some reason this thread became a discussion about how injuries could be healed: https://forums.elementalgame.com/432646/page/1/#3238129 I think each magic school should have some high level spell which helps get rid of injuries. My contribution yesterday was: Life: Highish level (4?) spell costing a moderate amount of mana (150-300?) to heal one injury (probably random?). I think Life magic should by a s
[quote who="cardinaldirection" reply="7" id="3238008"]The notion of injuries being curable is interesting.[/quote] I think all magic paths should have a difficult way of curing injuries. I've posted some of these before but for example: Life: Highish level (4?) spell costing a moderate amount of mana (150-300?) to heal one injury (probably random?). I think Life magic should by a small margin be the simplest and best of the schools at healing injuries. Earth: A her
All good stuff, I look forward to reading more...
[quote who="ddd888" reply="78" id="3237565"] quoting post: We do want players who have invested in their champions to be able to win epic battles, single handedly. i just hope you change your mind on this its so bad mechanic and so uncool i dont want to waste words on it[/quote] There needs to be some middle ground because the opposite situation, where you spend all this time leveling your heroes, buying/trading them equipment, casting spell buffs on them,
Interesting post. Don't agree with all of it but I agree with some of it and surely that is all one can expect on the intawebz? But... [quote who="Simplicity123" reply="96" id="3237248"]11) Quests. ... Guys, I know you've put a lot of effort into it. But quests are not fun. I've wanted them to be fun. I know it's all extensible. And great. No, here's what it is. Go to A. Then, go to B. Fight someth
Nice comment Ausland. I feel somewhat the same, however reading through my post I found myself thinking that most of your problems are in theory solvable with balance improvements. Smashing everything with heroes and not needing troops/cities - balance issue Already won by the time can defeat wildlands - balance issue (and AI arguably because the AI needs to remain competitive but not overpowered) all game. Wonders/unique buildings not worth caring about - b
[quote quoting="post"] The tax rate is applied to the entire cities gold production, running with low taxes is much harder now [/quote] By this do you mean that the tax rate is now applied to the gold from Merchants etc too? If so then I hope you have increased the gold bonuses from these buildings accordingly. If Merchants now give 1 gold x tax rate (ie 0 or 0.1 gold usually early game?) then there is going to be little point in building them.
My current game I didn't have any Earth magic until I bought a tome (I was a Channeller).
I would be happy with a 'salt the earth' spell as one way for warmongers to stop the AI resettling land. I would still want a way to fix the earth too but as SeanW3 has suggested the rejuvenate land spell could be at an easily reachable level. Not completely thrilled about it being Earth 3 because if you don't have Earth 3 magic then you are just as screwed as in my original post. I would prefer it to be a spell that all sovereign's can cast from the start. However I a
If you want big cities you need to research the right techs in the Civic tree. This makes sense to me. (It also helps if you have 2 or 3 towns building the improvements which increase food for all cities in your empire). In general an excellent list of bugs though!
I think Kestrel is right, it is Stardock's problem to organise the bugs in their internal system. It would be nice if there was a way for us to see the bug list so we could check if something was already mentioned but given limited time I imagine it isn't a priority for Stardock (and there would be other issues in letting us see their internal systems too ;-) ). I certainly agree that there are a lot of bugs though. Hopefully this message is reaching Stardock, FE is NOT ready
I intended to write a post about the bugs in 0.98 at some point. It strikes me that 0.98 is buggier than the last couple of beta releases. I've had all sorts of glitches, my sovereign's army stack disappeared at one point (it was still there, the tooltip said it was, but I couldn't select or move it until I restarted the game), one time I suddenly stopped being able to move any units, I could see them, select them but not move them. Double clicking to case arcane monolith more oft
[quote who="Trojasmic" reply="8" id="3234898"]So there's the first problem. If you came here to play an empire building game, then FE won't meet your expectations. FE is more a of hybrid, but as an "empire builder" you'll recognize that there are warmongering empire builders out there who don't like tedious cleanup when they're rolling through the end game. It is these gamers that Stardock thankfully created a mechanic so that the AI won't be able to
FE is making progress mechanically but as I have played more games there is one thing that has really begun to stick out like a sore thumb. When a city is destroyed, by any method, the ground around it is left barren. It is not possible to build a new city there. I believe this is by design (certainly it has been there since WoM) but I also believe it goes against the philosophy of FE. I will explain. For an empire-builder player like myself the greatest satisfaction in most strategy
Agreed entirely, in my current game while traveling I accidentally stopped a hero on a Deadly Quest. He wasn't in any condition to try the quest on his own and so of course it disappeared when I said I wasn't ready to do it. These sorts of things feel more like bugs than features (even if it is actually meant as a feature by Stardock).
Agreed entirely that the players champions get a bit too unbalancingly powerful, in large part due to the AI not building up its own champions enough and in smaller part to the AI not building the right vanilla troops to counter them (or not using them the right way on tactical map). However I disagree entirely with the suggestion of having two build queues. It is a thousand times better for the player to have to choose between 'butter and guns'. The real problem is pl
I really, really hope that Stardock are looking closely at your mods and that you are happy with them adopting or working from some of your ideas Sean. Because I want FE to hit the ball out of the park and I think they need more of the balance and variety that you seem to target with your mods. Not to say they won't do a decent job themselves, but you have some ideas that haven't yet appeared from them. Of course I realise that I can always get your mod(s) after release and I
I absolutely love essence and the fun it adds to cities. I live in fear that it will be nerfed down to impotence. Of course I'm confliced because nerfing it hard is possibly the only logical step for Stardock to take because of how powerful it is. Anyway I agree that essence is way more important than the other resources, with materials coming second (because while you can increase your hammers per material there are very few ways of increasing your number of materials) and grain
Part of the problem with early rapid expansion being the best strategy right now is that it is actually the opposite of brittle. But first one needs to define expansion. Yes expanding with outposts is brittle but that isn't the part that is broken. The part that is broken is expanding with cities. There are few situations where it isn't optimal to settle everwhere you possibly can (the only two reasons I can think of is if you want a clay mine/food resource for a particular city so de