Except for some pesky bugs, FE is a great game. All I want is a greater variety of content, especially magic items, so I don't end up with half a dozen of the same item during one game. IMO, something like Stormworld is what you should "reach for". Heck, take Stormworld, pay the creators for their efforts, polish it up (e.g. give the centaurs complete bodies in strategic combat), add content, and you've just made the game a lot better.
Borg999
Since so many of you appreciated my post on the tidal wave spell, i thought I'd offer another idea... [e digicons]:grin:[/e] Using a company mage unit with an incendiary staff combined with the necklace and ring damage boosters is one of my favorite end game units. I only wish I could get them earlier, as the tech for 12 damage staff is at the end of th tech tree. So, for some future version of FE: I suggest an intermediary staff with 9 damage, available somewhere
[quote who="Borg999" reply="5" id="3308060"] Of course, with some spells, that approach could make them useless from another perspective (e.g. who wants to expend 2,000 mana for the volcano spell?) [/quote] Yet, another thought. Instead of having to expend 2,0000 for Kurt's volcano, why not require that it be cast within 4 tiles of a hill or mountain?..and reduce the mana cost back to 500?
Also while I'm thinking about it, Tidal wave is just about the only spell that I'm aware of, that can cause colateral damage to allied units. Even fireball doesn't have that negative effect....
[quote who="GFireflyE" reply="3" id="3308052"]I kinda thought the other way on this topic. I love how some spells are further restricted in being able to cast and wish there were more spells like that. [/quote] If all spells required very specific conditions to be cast, that would defintely "level the playing field" I think a player needs to weigh mana cost vs. effect/impact rather than conditions and/or requirements. Of course, with s
Hi, My name is borg999, and I am a save scummer. [e digicons]:grin:[/e] It all started with Civ2 when a barbarian attacked my settler....
[quote who="sjaminei" reply="1" id="3308040"]Tidal wave is insanely powerful and cheap. (40 mana last I checked) Firestorm costs a hefty 200 mana to cast, there is your main difference. Tidal waves 4 water tile requirement makes it interesting strategic wise, and counterable. (even if AI is bad at using it now) You want a spell that is essentially "water firestorm", and that is boring design. And you still have Vetrar's Howl that is similar enough to the "water firestorm" you w
You don't need a fire burning 4 tiles away to cast fireball or firestorm, so you shouldn't need to be near water to cast tidal wave. It's magic... Just like fire spells, the water in tidal wave should be able to materialize out of thin air.
1. Path finding. I'm not sure why anyone else has mentioned this with regard to pathfinding, but often I will point a unit to a location, the pathfinding algorithim makes a path, but my unit stays where it is, no matter how many times I click the turn button. 2. Often when I try to select a tile or an opponent in tactical, the mouse pointer will flicker and/or point to the wrong tile. 3. Auto resolve. 4. Diplomacy. 5. Add more ran
Defintely spend more time with your family. That being said, what are you doing for those 40-80 hours? As the CEO, you should spend the vast majority of your time engaging in strategic planning, not the day to day operations. If you are still activity "rolling up your sleeves", you haven't delegated sufficiently. - I'm saying this assuming that SD has reach a "critical mass" where the day to day operations can run by themselves without your periodic attention.<
[quote who="Sanati" reply="3" id="3306995"]What is the point of this suggestion? Do you feel these units don't warrant the use of an army slot as is (too weak)? Maybe they should just be made stronger instead, or you could switch to summoning them in battle only. [/quote] Yes, that it. In the early game Beastmaster is a big boost, but by mid game, the beast don't help much. Crertainly not as much as a trained unit.
[quote who="Kongdej" reply="1" id="3306966"]Honestly, I think this is a bad idea, That would just for one just make the taming ability a must have for each single sovereign. Sincerely ~ Kongdej [/quote] True, or the summoning ability too.
[quote who="baddl" reply="5" id="3306761"]??? If you had read the support forum during the past two weeks, you could have noticed some 20+ bug reports from myself alone, many of them containing detailed descriptions, screenshots, and savegames. Quite often I was told that the bug was known since the public beta test and had been reported several times before. [/quote] Maybe they have addressed some of the issues you mentioned, but just didn't bother mentionin
I usually stick with low for the entire game.
I think it would be neat if summoned/tamed beasts didn't take up a slot in a stack, but could still fight with the stack. ..Up to a max of three.
[quote who="willie sanderson" reply="1" id="3305776"] Well I wouldn't go so far as to say it ruined my ability to go back to TROPICO as I still love that game. I even enjoy the first one over III and IV because the AI doesn't go after you as much as in the origional in sandbox mode. Plus I still like the music of the origional one better. [/quote] What do you think of the recent DLC's - Pirate, Vigilante and megalopolis? Personally, I don't see much use
If I remember correctly, Alpha Centauri had a fixed list of about 100 names for each faction that were reused each game. Players could add to/edit the file easily. That would be a lot simpler solution than a random name generator.
Now that FB has given the AI more time to think, we'll need all the exploits we can get. Keep the hammer the way it is! [e digicons]:grin:[/e] Seriously though, I have no issue with weapons scaling with level. But it doesn't have to be linear.
I was advancing on an enemy archer on the far end of the battle field. I sent both a spearman unit amd a warge spearmen unit after the archer as far as they could go, and both ended in their turn standing right next to each other. I would have expected the warg unit to be a few tiles ahead. (They both started their turns side by side) I don't know if this is by design, but IMO, it should be changed.
Thanks for your feedback guys. Has anyone experienced the "stuck" path finding that I mentioned in the OP? I've notice that sometimes when I choose a long path for a unit to follow, the unit will often stay where it is no matter how many times I press the turn button. I end up having to babysit the unit, and give it multiple "short path" orders to get it to it's ultimate destination.
From my personal experience with WOM, which I found fustrating, I'd say FE is a much more enjoyable game.
I beleive you can just place your cursor in the unit name box and type a new name over it.
[quote who="Daiwa" reply="1" id="3302194"]Questions 2 & 3: No, and yes. In that order. [/quote] I thought so. Thanks!
In general, I understand that a small version change might be 1.1 to 1.2 and a large change might be 1.0 to 2.0, but what exactly determines a version number? Is there a consistent industry standard? (e.g. 100 bug fixes = a .5 increase) Or is it at the whim of the developer? Just curious....
[quote who="mqpiffle" reply="3" id="3302179"] Quoting Borg999, reply 2 So you can play a "pure" death magic sovereign. Eh?[/quote] It doesn't really matter. It was just a side thought. I'd rather get feedback on my go to order idea.