You know, honestly, I have fired up an .80 game but I have never even thought to check the tech tree to see how Warhorses have changed. Bee arr bee! So Warhorses get +1 Physical Attack. That's kind of worth it, I guess.
RemingtonRyder
You mean like how the tech chooser for the AI works? I think that from the start we should have opened up a dialogue. Posting on the forums and enthusing about a mod which seeks to fix things isn't much of an ice breaker. I think we got a little carried away with success and forgot to really badger Stardock for any kind of helpful information.
It is difficult to engage with a viewpoint which is negative and hostile. It is especially difficult to keep doing that week after week. So you have two choices. Keep going with the outpouring of negativity and watch a human being just trying to do his job go away and take more frequent breathers from it. Or seriously dial back the negative vibe. Supporting a developer is not being a fanboy. It's about helping them to do what they do, which is a tou
The Iconians did it! Just a guess. :)
Some might say that Microsoft shoots itself in the foot by having a new operating system follow so close on the heels of the previous one. The cost of upgrading might merit a bit of a shrug, but the thing that you can count on is that MS will have another operating system out in a few years, so if you're a late adopter of W7 like me, why trouble yourself with W8 when you can just wait for W9? There is a good reason for having very similar operating systems released so clos
Heroes differ from rank and file units in being able to use all manner of looted equipment, which often exceeds what you can find at the shop. They also can't die, receiving only an injury when defeated. While it is true that the rank and file troops often do the majority of the damage, heroes are more versatile, they can gain new traits and even change equipping before a fight.
It's hardly been a history of cutting and running. There were many reasons why the patch effort for GC2 TotA went dead, among them the migration to Windows 7, which didn't support the older version of Visual Studio used to make GC2. You can blame Microsoft for that one. Stupid program incompatibility. *kicks Microsoft* Early adopters of Elemental for FE for free, others got a discount. That's pretty generous, all things considered, and FE is not a s
When you're back-porting fixes it's usually a good idea to wait and see if they have any unintended side-effects. Throwing beta code into a stable release of the base game is not a good idea. Also, I'm sure there's a developer at Stardock that would love to give you the skinny on what's going on, except his or her forum post would probably end 'oh God Brad's found me gotta go.' ;)
Yup, I miss it as well. Especially as we've got a new upgrade button (groan) to click.
Does anyone else think it's a little odd that stave users are better when they're trained at a fortress, as opposed to a conclave? Don't get me wrong, it's nice to be able to just crank an army out from some high-production fortress cities, but when melee units got their cool new weapon abilities it seemed like stave users got left out. I'd love to see them employ their staves to wipe out enemy ranged attacks, for example. Anyone else want to jump in
I saw a River Slag quite happily eat an AI faction's Scout on Expert. Mind you, they consider everything that walks by on two legs to be food.
Playing with the default settings means that eventually your rank and file units will be able to best a lot of the monsters out there, because they start at a fairly reasonable level and a cranked-up fortress can put units on the field which are close to or equal that level. My advice, if you're familiar with the game and know how combat works and are comfortable with your unit designs, is to put the World Difficulty on Expert. The monsters will start 3 levels higher than no
On point number 3, you can always play as Capitar (the faction exists, but you need to make a sovereign) or create a faction with their bloodline. Then you get the Road-Building perk that you can train on any unit (but is available on Pioneers by default). You can also choose Commander when a hero levels up and (eventually) pick Road-Building.
Not really a new issue I guess but still present in this version - I've highlighted with blue airbrush where the game thinks there should be river squares, but they don't show as such (otherwise I wouldn't have needed to get the airbrush out). Oh and by the way, I love that the terrain description now includes the name of the faction controlling it. :)
Basically the water doesn't seem to meet the cliff properly where cliffs have that knobbly corner bit, there's a gap and you can peek under the water plane:
I tend to find myself holding off on building units until fortress upgrades like Armourer are complete, because I can get an extra couple of points of defence on trained units that way. More to the point, any old units that I have kicking around do not benefit from those upgrades. Ever. And yes I know, this has been around since FE, well I think it's silly and it encourages turtling instead of seizing opportunities to win the game. Or training cheap throwaway u
What I did with the Torians was to make the Central Mine upgradeable to their own version of the factory. You can do that, have 1pp upgrade to unlimited improvements. It means that they're guaranteed to have a little bit of industry on each world that has or had a Central Mine, but they're not left with an outdated improvement either.
I like it from a balance point of view. If you want to clear a lair you can have a second hero in a separate army with reserve troops - makes sense. Otherwise, your ability to conquer and kill enemies is a function of how many moves you have, which with mounts can get pretty insane. I quite fancy the idea of actually using Tarth as guerilla fighters as they were meant to be, instead of never getting the initiative and attack bonus because the army's too big.
Well, swarming means that you really need numbers in your army. And that's exactly what you don't have early on, unless you can squeeze some Militia or Spearmen in there. Even then, casualties or even just injuries due to swarming mean you will need reinforcements often. On the plus side, if you can weather the initial assault you can swarm with your own troops and annihilate enemies that would otherwise crush you.
It's not just you. It seems like the grid is slightly out of alignment from where you actually need to click to do the action you want to do.
Don't panic about power too much. Making gildar should be your main concern. Once you have a healthy income you can build up your army quickly. Design cheap units and crank them out from a fortress. I tend to go for something like these: Spear Partisan Leather Armour Spear Acrobat Underdog Axe Partisan Leather Armour Axe Wooden Shield Acrobat <l
I like the Impale ability, it encourages me to not bunch up too much or the enemy will use it against me.
Well, I would say that the new weapon abilities make the tactical combat more interesting, definitely get more use out of the Underdog trait now. But I guess that might make a wooshing noise as it sails over her head. :(
I have a lot of mana because I don't bother with permanent boost spells. In fact I pretty much only use spells in tactical combat or to buff units with Evade and so on (which are not permanent). Also like I said, slow pacing means I can get into hundreds of turns without getting close to victory.
Except they completely destroy any semblance of balance. Good thing they're only available as a quest reward (so far as I know).