Good find.
Lord Reliant
I was just about to submit a bug for this. Glad to hear it's being addressed. Mtrixis, you sure stay updated on what's happening! [e digicons]k1[/e]
I like the ideas here. It would be great to have some more selection of talents like these.
Sounds good, lilB. I must have put this in the wrong place initially. Sorry! Not sure how that happened. Filing bugs is a bit confusing- do we put them in FE Beta or FE Support? Or does it not matter? Wasn't sure if it was supposed to display this and was (bug) or if it was a missing feature (suggestion). Sometimes that line is pretty fine. Thanks for passing along the feedback; I hope it's an easy implementation. I'd also expand this slightly and include t
One way that helped with some of the micromangement in GalCiv II was adding production waypoints. Waypoints generally in FE would be good, but also helpful for sending units somewhere (like an outpost, for instance). Or can you do this already?
Glad I'm not the only one who would like this info! I think it will become more important in the next patch when heroes are toned down and monster levels are increased. [quote who="Mtrixis" reply="2" id="3065030"]Definitely want to see this. The damage/accuracy % tooltips are great, adding them for enemy units/abilities would be an improvement. I'd also like to see spell accuracy and damage figures - they have the calculations in place, they just need to tooltip the
Right now, I can get an idea of how much damage each of my units will cause to the enemy by viewing the tooltip. However, I can't predict how much damage an enemy might cause to my units. I know their Attack and I know my defense, but there's always a range of damage which isn't evident. Perhaps this intentional, and I don't know that I need to know exactly how much damage a unit might cause, but having a rough idea would help strategically. Am I right in the following
Scaling generally in FE would be very helpful. I think the UI is designed to work well on lower resolutions, but it ends up causing problems on higher resolutions.
Ever since Stardock sold Impulse, my interest with Impulse has dropped to zero. Steam has more options, better prices, and isn't owned by Gamestop. I did like the concept of GOO Stardock developed, but Valve has really figured out how to market and distribute games and it was really Stardock that kept me interested in Impulse.
[quote who="sweatyboatman" reply="13" id="3064370"]The problem, though is that I wait through dozens of turns to get... drum roll please... warg riding... woop de doo. This is just a redux of the too many buildings problem. My idea is to divide techs into branches and leaves. Branches would be integral techs that provide big benefits and cost a lot to research. Leaves are support techs (like warg riding) that offer distinct advantages/weapons that you can either r
[quote who="malichai11" reply="11" id="3064354"]I already started a thread on this topic a few days ago, but since this the active one, I'll chime in and say that I feel the tech tree is far too slow and I wish the option to speed it up was much, much faster. [/quote] When you create a game and choose the faster tech option, how much more does it increase the research rate? 50%? 20%? [quote who="malichai11" reply="12" id="3064355"] Where can you find thes
It would be great to see champions develop other affinities, based around either shards you own (as hypothesized) or the affinities your hero has. Right now, developing them into great casters isn't viable unless they just start with all the affinities you want/need. I think the whole "Path of the X" is causing people issues, as they don't unlock great bonuses after you choose them, they aren't exclusive of each other, and, as you point out, not all make sense for all char
[quote who="seanw3" reply="9" id="3064305"]Hard to comment on until there are some fixes to the rest of the game. Currently the Civics Tree does not change tech speed enough IMO. It would be much nicer to see research bonuses applied the same way attack and defense is set up. A University for Civics Tree, a War College for Warfare Tree, and a Conservatory for Magic Tree. If there were research buildings that gave you percent bonuses to all forms but more in one area, it would
Before building an outpost with a pioneer, I'd like to know what areas would be affected by the outpost's ZoC (Zone of Control). Right now, you have to manually figure it out by counting tiles or place the outpost and reload if you're unhappy. GalCiv2 had a similar mechanic when moving around a ship that would create a starbase. Very useful!
[quote who="cyril gunderlacken" reply="20" id="3064281"]why not have outposts be able to be improved by sending additional pioneers. Possible improvements could be to increase influence/zone of control, rate of travel on roads nearby, initiative for stationed units in nearest city, line of sight, etc. [/quote] That's the Galciv II model in a nutshell. You'd create ships that would create the starbase, and then send other ones to upgrade them in the future. As long as the upgra
Right now, a lot of the game entails reading a sentence or paragraph to find out a result. Something as simple as (+100 gildars) seems sufficient.
Sweet! I reported the same issue earlier, so great to see this minor issue being fixed. Keep it up, Stardock!
[quote who="Wintersong" reply="5" id="3064017"]Capturable "GalCiv II starbases" would be nice.[/quote] Exactly! Being able to send Pioneers or other units to upgrade their defensive capabilities or add bonuses would sure make them better than just a ZoC mechanism as it is currently.
Glad to hear I'm not the only one hitting Escape, quickly followed by "Doh!"
I agree it's not as easy as "just add walls"! Flying units would certainly gain a tactical advantage, which would be interesting. I'd be interested in knowing if any defensive formations are planned in any future updates or if it would need to be pushed to an expansion. It will depend on how much time they have to add other features. I could see creating an expansion focused just on siege/defense, though. That would be pretty cool.
Just created the bug- https://forums.elementalgame.com/416072 Chime in if you have any other details to add.
When your unit is next to a tall hill or mountain and you try to get it to go to a tile next to that location, sometimes its pathfinding is off where it will go all the way around the mountain instead of 1 or 2 tiles away. Additionally, I've had it where I can't even click on the tile I want to send the unit to, for instance, sending my sovereign to speak to a champion. Zooming in seems to fix this. Whenever the ability to see the path your unit will take is added, that should
[quote who="Leo in WI" reply="35" id="3064144"]Seriously though, have any of you others had your unit(s) go the exact opposite direction from where you clicked on the screen? It doesn't happen often, but every now and then it just takes off the wrong way, don't believe it is anything like trying a different way around mountains or something like that either. I'd really love if NUMPAD movements were allowed, or even highlighting the square you are getting ready to click on where yo
Dang. I skipped over Derek's small statement on that. I hope things reported in FE Beta that were supposed to be in FE Support are still getting recorded, since we can't change where something is posted! :(
FE's fog of war is pretty thick. I'm OK with that, but it would be great if there were units you could construct with your pioneers, like watchtowers, that would allow you to extend your vision into the unknown, perhaps increased if the unit was on top of a hill. The same benefit could be given to Outposts. You could even link this in as a research item.