Borg999

Borg999

Joined Member # 2363158
40 Posts 499 Replies 1,898 Reputation

[quote quoting="post"]In my first "serious" game of FE I managed to capture a city for the first time. Then all my (two) armies in the field disappeared. Just a single archer going to his own business remained. Having started a war, this was not good. In the captured city an enemy caravan remained (this seems strange to me, because it should be captured if it's a non-combat unit, or it should have been destroyed in the battle if it's a combat unit). <

10 Replies 4,891 Views

[quote who="Taliesyn" reply="2" id="3313667"]Click on the outpost. There will be a dotted green line leading to a city; THAT is the attached city. As a rule, that line always runs to the nearest city. (No, I don't know how it chooses if there are two equally close cities, but it does choose.) [/quote] Yea, I know about that line, but I rarely have overlapping cities, so I was wondering if the overlap made the game look at it as one whole. I guess not

3 Replies 2,533 Views

One of the outpost upgrade options increases the defense it in the "city it's attached to". But what if all of you cities have overlapping borders making them all effectively attached to each other? Would the defense bonus apply to all cities under this scenario, or just the closest city to the outpost?

3 Replies 2,533 Views

[quote who="mqpiffle" reply="3" id="3313070"]Just to confirm, with RotM installed, I started a new game with mods disabled in the options menu. Everything reverted back to vanilla settings as expected. You must have done something to alter the core files of the game to cause the behavior you described.[/quote] Hey thanks for responding to my question in the 1.2 thread earlier. [e digicons]:thumbsup:[/e] I honestly don't understan

5 Replies 2,484 Views

So I installed Rise of the magi. I didn't care for it so I deleted it, de-selected "use mod" from the options screen and started a new game. However, the effects of the mod have "stuck" (Manna cost for spells has doubled). I've even uninstalled the game (Via Windows) and re-installed it via Steam. I'm at a loss here, how do I restore the game to the original settings? Thanks!

5 Replies 2,484 Views

[quote who="sjaminei" reply="2" id="3312637"]Use it near magic shards, rivers, prestigious locations and dragon lairs (3 essence baby!). Also count squares depending on your map size. I think it's 4-7 or something. It's easy to find good spots if you know what to look for [/quote] Thanks for the info! I'll give it another try. Although IMO, for such a high manna cost, it should create settleable land in a larger variety of locations.

9 Replies 9,363 Views

In another thread, someone mentioned that a sovereign's ability to be endlessly resurrected reduces the risk/tension in the game. I agree with this, but I also don't want one mistake ending the game, so I suggest three lives...just like the 80's arcade quarter munchers. [e digicons]:grin:[/e] And hereo's should only get one life, although they could be resurrected if the sovereign had such a spell available.

4 Replies 2,777 Views

I just started my first 1.2 game last night. Very ealy in the game I came across an AI with a power rating of 12 were I had a rating of 30. I checked to see the terms of a trade traety and also saw that the AI expected me to pay for a non agression pact. In every other FE game I've played so far, it's the weaker faction that has to shell out gildar for a NAP. Maybe this is a bug?

4 Replies 3,494 Views

Even with the 1.2 changes, the process of winning remains the same. It's still pretty much build up your army ASAP and defeat your enemy before he can do it to you. I remember a lot of discussion in GC2 about strategy and tactics. I realize we're going through a "bug reporting" phase with FE, but still, I don't see much of it here.

26 Replies 61,171 Views

IMO, Increasing the pioneer cost will just delay the pioneer spamming until the mid to late game. Instead of increasing build cost, I think reducing/temporarily halting city population would work better. Also, growth of gilder, manna and production are dependant on the number of cities/outposts, so slowing down city spamming would slow the game over all. Which is fine, except that the total number of turns has been reduced from 1,000 to 800.

26 Replies 61,171 Views

[quote who="coyote303" reply="16" id="3311327"]Interesting. I had a reply all set to go shortly after this was first posted. Then I looked again, and I concluded everything the OP was saying was said tongue-in-cheek in order make the point that manual road building wasn't micromanagement any more than any other aspect of the game he was supposedly "attacking." [/quote] Yea, I thought this was real. Serves me right for taking people seriously. [e digicons]<_<[/e] <

29 Replies 34,484 Views

Streamlining some repetitive task, yea I agree that would be a good thing. But I like customizing units and micromanaging, and I don't care for RTS games. I would also like to see some buildings be more powerful/relevant. Adventurer's guild right now is pretty usless, and Erog's tower is very underpowered for a "world wonder".

29 Replies 34,484 Views

In my current game 1.12 game with the Stormworld mod (on "normal' difficulty), I was steamrolling one AI's factions cities as quickly as I could without leaving militia or other units there to guard the newly conquered cities. The AI sovereign and his stack left a city from the far west that I hadn't reached yet, and just stood outside one of its former undefended cities without reclaiming it for many turns (which it coud have easily done). I don't kn

2 Replies 2,036 Views