The problem isn't that they CAN'T implement some of these things, it's that they don't really want to. All of these various suggestions (and there have been many other threads like this) have one thing in common, it makes tactical battles more complicated and often much more drawn out. Afterall, there's no real sense in adding all these things if you can just rush forward and stab your opponent in the face. That's not to say that it would be bad to have long drawn out
Kalin
Actually, in EWoM, your buildings get height values and goes "uphill" like what you mention when you build on hills. The problem, of course, was that the graphics often became broken (or would look messy) as a result of these varying height values (the building can't compensate for all the possibilities). That's probably why they made cities flat and deformed the land in FE.
With the way they implement henchmens (and special units in general), it's not really possible unless they give altar two special units that essentially does the exact same thing. Not that it's impossible to do, but it does take a lot of work adding in a unit and getting all the clothes and item availability right (hence why all the bugs with horses/cloaks/range weapons/etc).
You can click your mouse wheel (or its equivalence) and drag to turn the camera, but it'll snap back if you don't turn off the snap back option off in the settings. You can also hit 1-4 for the default camera settings.
@OP: I'm pretty sure you need to kill him solo. I've done it a couple of times. I'm not exactly sure how you are doing this fight, but if you're using other heroes and what not, then I think that may be the problem (you're probably messing up the quest triggers). Although it could just be messing up because you didn't win the first time (I'm usually way over prepared... so I never lost). @<a id="ctl00__Content__RepeaterReplies_ctl00__LinkUser" class="hand"
[quote who="MiamiBigAL" reply="14" id="3167975"]I have Poko8. I think Henchmen are attached to the Altarian race, NOT the heroic ability. I think quest maps are to if I remember right, but I could be wrong.[/quote] They are attached to both heroic, and altarian race (all special units are attached to a race), kind of like how juggs are attached to trogs and great axes. You can make another race get henchmens (or golems/juggs), but you'd have to make a custom ra
I'm not a big fan of steam, not because I think they are evil and will take over the world, but because I like to have control of my games. I might want to not patch to the latest version due to some compatibility/problems (but do want some of the patches), or maybe I want multiple versions installed. Steam doesn't like that, so the feeling is mutual. Also, am I the only one who plays games when I am OFFLINE? I understand internet access is readily available nowadays, but it&#
Yeah... I do see the wolves do this quite often. I don't see any of the other mobs do it though (though that could just be because I don't see far out enough).
Oh wow, that's the best news I've heard on that topic in a long while... I'm glad we still get some ability for placement. Even if reduced, it'll still be enough to choke things that need choking. Though I'm not sure all those people who were crying about the world city scape would be too happy with that 6 tile limit, heh.
@Tuidjy : I understand how you feel, I feel the same way. I've resorted to modding a mimic of Tarth's blood without the monster ignore property for my custom factions. Not sure how anyone can feel that it is right atm, but apparently we're in the minority somehow.
[quote who="Malsqueek" reply="12" id="3166930"] +1 Prestige can be attained one of seventeen different and easier ways, and is a relatively opaque bonus at that (which is to say that nowhere does it really indicate what +1 prestige DOES for you other than "your empire grows 'faster'"). We are not asking for free exp, nor free gold and prizes. We are asking for a system that WORKS and MAKES SENSE. The current PotG doesn't make sense and doesn't
I understand that, we discussed it in the PotG trait thread. The administration line only works if you are sitting in a city, and using it prevents you from progressing further, but all the other skills (even if they are weak) still works just fine out in the field. I'm not sure if this in an intentional choice they want players to make, but that isn't what I was talking about. Giving them passive exp just gives players an incentive to sit heroes around instead of actually using them
But do you really need heroes if you aren't going for conquest? It's not exactly hard to level clearing mobs, get PotG, pick up administration, and sit. Why would you need more exp after that?
Pretty sure it's just a mem leak somewhere in tac, restarting fixes it though, so it's not too awful.
It's actually 1 exp per season with adventurer's guild, the description lies. You can use the adventurer guild to get the first couple of levels fairly easily. It's afterwards that it slows to a crawl. As for passive exp in general, I think they don't want it because it tends to encourage turtling.
I think it has something to do with doing multiple part quests multiple times... the various flags that are set from the first time isn't reset.
Um guys... it already does take population from the city. Whenever you train a unit, you lose the number of people equal to the unit size, and when you disband a unit, you gain people equal to the unit size in the nearest city. That mechanic has been in the game for ages. Right now, the pioneer is set to be a group of 3, so it always take 3 people, and of course gives 3 to the new city. Before, when you could build them in larger groups it would take more people and drop more in the new city
I think it's the no range penalty. Someone said that Jugg tech replaces archery. So you need a Trog faction with no range... and great axes (as that is a prereq).
I honestly don't think you'll get much luck getting them to change the entire magic system at this point... mainly because something like what you're describing would seem to require a full fledge beta stage by itself to test and evaluate. So while I do think that it could use some improvement (additional spells), I don't think it's going to change in a massive way. Also, I haven't really notice a problem trying to get a high spell path when you have multiple paths, at
Warlock was cool... the first week. After that... I dunno, it just seems exactly the same every time. I tried it a couple of times after thinking about cool resource possibilities for the ultimate unit, and then get bored out of my mind once those units roll everything. Once you figure out how to set up your economy (and it's not exactly hard) and starts pumping out those uber units, you find out that the game doesn't even bother putting up a fight and all that effort seems wasted. Ha
Oh it's definitely easier to change skin color with the faction file alone, that's for certain... but it's also not particularly "hard" to do a search and copy and paste some units and changing their names a bit either. Although if you're fully redefining everything, it does end up taking a bit of work. I only said it because he seems to want a different race (orcs)...
I'm pretty sure they target cities. Just not outposts/resources. Basically, since they are monsters, they don't really care about resources... they are just out to kill things... units, people, etc.
Con: Everyone will play Tarth.
Um... you only have to do that if you're actually trying to change the Unit Models. You can reuse the same model in your units, and never have to redefine the item compatibility. All those compatibility checks the unit model, not the actual unit/race type (the reason altar's henchmens are bugged is because they used a new model for henchmens - HenchmanMale instead of just KingdomMale - They did this to link the the special spell/henchmen traits to those models). The reason you
I think I saw that helm once in all my games. The thing with the emerald cap is that its easily available, and probably the only helm I know of that boosts spell power. Def is nice and all, but when your slow lands 100% and you never get hit... well... it's not all that nice.