must be linked with the way the game uses numbers, for example one horse breeding ground gives you 0.3 horses a turn, two breeding grounds give you 0.5 horses a turn there must be instances in which hitting a unit leaves it 0.00001 life points, it shows 0 but it is not, looks like rounding down numbers is not done properly WOM had already this issue with the "heal" spell, and some mods using different stats incurred in the same issue AND damage indications during combat (forgo
lhetre
wow! upgrading an empire! depending on research, upgrading a unit goes from 20 to 1200 gildars, never had enough to upgrade more than a few units [e digicons]:erk:[/e]
changing initiative modifies the combat order, that's the purpose of initiative in this combat system, which seems to work very well, IMHO one of the great ideas of FE over WOM [e digicons]:D[/e]
quite interesting video, some indie companies have a lot of potential, and I agree game features are more important than graphics, even in demo videos
freeze works and is great, only problem the units are frozen the following turn and then resume moving in .914 - haven't waited more in .915 yet you expect it to freeze an army for the following 2 turns from its description, it appears that the AI counts the running turn as "one"
true, it is not consistent - reloaded the game and sov got smaller ...
in .915 unit graphics are white shapes on black background, before they where black shapes on blacker background, quite an improvement here [e digicons]^_^[/e] (windows XP and ATI readeon)
after beating a Skrill army and entering their lair, called Broken Ground, you find no loot maybe this is the way it should be, but you expect a reward if you can see a green or pink icon on a tile I'm really appreciating the new AI for monsters : the big stack doesn't move but spawns smaller, more manageable monsters, they are still a threat, but not a game breaking one
one devil died of "pillar of flame", however a stack of spiders didn't, I hit next turn, these 0 life points monsters disappeared from the stack, and the surviving one had the correct amount of life points - I was too far to attack them after some shots Pillar of Flame was greyed out, I wonder if there is a limit to the number of times you can cast it, the amount of damage it produces in .915 varies wildly, that is, more than in .914, still it's one of the most useful spells o
caravans were removed ? Karavox seems to still build them, after declaring war on him his caravans appeared in a few places of the map, they are a nuisance
this is right, I like my sovereign to have the highest inistiative I can give him beta 2 was uninstalled before installing beta 3, from then I have installed only the updates, the UI has many other glitches (life bars during combats, defeated armies not disappearing), I'll wait for beta 4 before doing the uninstall thing [e digicons]^_^[/e]
on this picture two bugs - my sov cast growth on himself and champion - sov is bigger, but champion is smaller - in .914 the shrinking happened even when sov cast growth on himself - the River Slag was hit with Skulla's Mace, now its attack is "shrunk" and is negative, this happened all the time during this game the savegame is downloadable from my other post about the "neverending turn" <img src="http://dl.dropbox.com/u/75453665/FallenEnchantress_133810212
this happens all the time, often the graphics disappear at the beginning of the following turn however, I think this is part of a bigger problem of Elemental, i.e. graphics are not updated when they should : life bars during combats, city statistics after casting a spell, defeated army "ghosts", FOW stuck one tile from a unit, also when your sovereign founds the first city there is an artifact in the middle of the screen
during the first round of combat spell icons do not show - a dangerous moment if you rely heavily on spells cast on the first turn this bug's been there from .912
either Tremor should be called a one turn spell or its durations should cover two turns as it is, you expect it to last next turn and the following one (cast on turn 45 it should last 46 and 47 and the army should move on turn 48)
I was able to continue for some turns by killing the Umberdroth near my city a fex turns later the game is stuck again - savegame here
the "Turn" button stopped working - save game here this happened more frequently in 0.912 in this same savegame another bug : the spell Anointed by Fire was cast on my sovereign, since then he gained Fire level 3, which grants fire ball, now I can't dispell Anointed by Fire to cast it on another champion also some spells on some cities cost 0 mana maintenance last time
yep negative food population disappears - this is a bit rough seen the time it takes for the population to reach the preceding level again, it should decrease at a certain speed
[quote who="Kongdej" reply="6" id="3138542"]Wonder if I should bother with much larger posts like this, ... Shame to see that much time go to waste [/quote] please don't refrain from sharing your insight with us [e digicons]k1[/e]
you sir, are asking good questions XP are split differently in 914, now the hero and the champions get more than the other units, but still, soloing is definitly the way to go to improve you sov and win a game, devs are bound to balance this further as it is not yet satisfactory roaming monsters are a drag - seen the AI building an outpost next to a lair and awaking a monster which decides to chase my champion three tiles farther IS cheating, I don't care being chased, as
the economy is well balanced, you have to save to buy things which feels quite right, but then - 10% selling price is preposterous - I have never ever bought a weapon from a shop because affordable weapons are uninsteresting, and strong weapons are impossibly expensive luckily you find interesting weapons through quests
there were big improvements over WOM - more details, more variations in terrain, more buildings - but the game is confusing on both levels for me map is confusing, I can't tell units apart from forest, are they monsters, enemy units or mine, I have to squint or mouseover, color choice is difficult to understand (violet forest? terrain changing color to what purpose?) - the visual effects make the map even less readable (road glittering under the forest while you move the map)
marriage and children was a nice touch with little purpose, as it was it had next to no interest to me if they put it back they should add more consequences - like a rebel child who decides to join the opposing faction because you did not give him enough pocket money and takes with him a whole city - if you attack and win him you lose credit with some of your other children or even your wife (perk "Strict Father" all children have -10% initiative), and why not same sex marriages in a
where is the "I don't have 64-bit BUT I support the idea even if I won't get it" no, I don't like the idea - there is no choice for those who don't have 64-bit systems, they'll just won't be able to play it the question may be reversed : would you take the risk of excluding part of potential players for the sake of technology ? it is true that one has to look forward and take advantage of available technologies Origin did it, but they ha
[quote who="Tuidjy" reply="24" id="3155885"]Here are selected solo leader kills from one of my last games:[/quote] wow, that's impressive, I don't come even close to this and yet I have to agree, with a good tactic you can defeat many early monsters, I always use "dense monsters" which allows for stronger sovereign quickly what I do : stay one tile away from monster lairs, pay attention not to extend your ZOC over a monster lair and they will not come after you <p