[quote who="rlane48" reply="17" id="3287626"] Quoting Mmrnmhrm, reply 5 But saying it's ruining Stardock's credibility or that FE is stumbling on it sounds like something out of Star Trek conventions... I disagree. I feel the same as the OP -- this is a bug that has long-since been identified and needs to be fixed. The AI getting 110 turns of free production is the kind of thing that should be addressed promptly.[/quote] I think the point is t
sweatyboatman
@ rlane48 LOL! Holy crap! That's turn 200? [e digicons]:O[/e] You are screwed! [e digicons]:rofl:[/e] I have never seen numbers like that. But I have never played a game with 16+ opponents. Even then I am not sure
CTRL+N! [e digicons]:grin:[/e]
[quote who="Trojasmic" reply="5" id="3287310"] You've always been pretty wise for a sweatyboatman so riddle me this... if Kraxis can never cast this spell in a standard game, why is it in the game? If it was only meant to be achievable by custom factions, then why not just let it be from some mod instead of the standard game? [/quote] I don't know about wise [e digicons]:blush:[/e] ... Just to clarify, by "less than once per game" I meant on aver
For a spell that allows you to take possession of any opponent's city with zero effort, I think it's priced pretty fairly. Less than once per game sounds about right.
[quote who="Tuidjy" reply="106" id="3287223"]There is no argument that, on higher difficulty levels, the monsters target the player to the exclusion of AI. This is well known, working as designed, and the majority of players is A-OK with it.[/quote] It's hard to argue with Tuidjy. This is news to me, but here it is in the changelog from 0.99 : [quote]World difficulty determines monster behavior more stringently. Lo
[e digicons]:(O[/e] Seriously? Et tu, Stardock?
I always thought that immobilized champs should not fight (they are immobilized). If the city falls while they are there they should be moved to the next nearest city. If there are no cities left, they are put to the sword! [e digicons]}:)[/e]
[quote who="Borg999" reply="22" id="3287144"]Salting the earth can be easily countered by using the magical teraforming outpost... [/quote] Outposts making land settleable seems like a bug to me. It's intentional, because it's part of the lore. (The channelers spread their influence out and rejuvenate the land.) "Salted" earth isn't the only place where this happens. Randomly around the map there are places where placing an outpost will reveal settl
[quote who="Khorak" reply="15" id="3287110"] Quoting HaaS76, reply 13Quoting Khorak, reply 12I'm pretty sure the Collar is unresistible. Nope, I had some first class flying, just like Princess Porky... they do resist:)! I've been running up to countless Umberdroths and Hoarder spiders, with low level Sovereigns backed up by Jack and Shit, with a collar that might not ****ing work? [/quote] No, you've been doing that with a collar t
[quote who="Glazunov1" reply="98" id="3287104"]Yes, but you won't find anybody above answering my repeated question, "What level difficulty were you playing at?" The point that the game is skewed in favor of AI opponents at higher levels, a standard condition in many strategy games, seems to have escaped them.[/quote] If anything, maybe there's something wrong in the way it nerfs the monster AI that's causing the game to become harder at easier levels.
[quote who="Nibelung44" reply="10" id="3286959"]Insta-Raze: On the same trend, an AI took over my city and instantly razed it. Why they don't have to wait 5 turns as me? Don't tell me this is a technical issue... And as this is not, if you add the fact that Brad tells us regularly that AI has no cheat code, then I guess this define this instant raze as a BUG, right? [/quote] AI insta-razing cities is definitely a bug. It's been well reported, bu
I know there's some wonkiness in tactical battles around changes in initiative. The tactical initiative calculation is (ahem) borked in that all turns are determined from the start of battle. That is, if you haste a unit after a number of turns, it will get all the turns that it would have had if you had cast Haste on it on the first turn. Which, if you cast it after a number of rounds, can lead to that unit getting multiple turns in a row. I'd bet that this
are you autocalcing your battles? because you probably will get better results (and learn more) running tactical battles yourself. #1 design your own units. make sure that you buff them with three attributes (the last tab) as those just cost a little more time and make the units significantly more powerful. the +3 defense one is a good one and the +2 initiative. I like Charge which gives the unit extra moves and extra attack on the first turn. #2 the wi
working as intended
Great post! Thank you! I pretty much agree with every nit. This can be a confusing game at the start (though not as bad as some I could mention). Good rule of thumb: everything has a tooltip. Random answers to some of your questions: Essence is the city resource that allows you to cast spells on your settlement. It's the third/blue number in the tile yields. (I almost never found a city on a tile without at
[quote who="Fistalis" reply="85" id="3286279"] Quoting sweatyboatman, reply 75Monsters in FE are not completely random Seeing as their actions are based on dice rolls i'm not sure you know what random means. [/quote] Yes, that's the ticket. I don't know what random means. [e digicons]:\[/e] [quote] If they want to leave the initial player experience to be determined by dice rolls they are more than welcome to. They can leave i
Seems like flying units should be immune to tremor, eh?
Yes. FE is all that WoM should have been and more.
[quote]Out of curiosity, I turn off FOW to check on my neighbors -- my closest neighbor (in this case, Kraxis) has ONE city with four measly improvements, a number of unrelated external resources, and a "Research" rating of some 800 ?[/quote] there is definitely something wrong there. there's a couple places where you set difficulty. is it possible that you set the world difficulty to Challenging but that the AIs are set to Expert or Insane d
[quote who="Xardon963" reply="26" id="3285887"]I still don't get why when a rock spider attacks my militia won't defend, but if a giant Krax army attacks me they will hopelessly defend.[/quote] That sounds like a bug. I have never had a city defense where the militia didn't show up. Do you have a save?
[quote who="stein220" reply="77" id="3285940"]this is older in the thread but i have to take issue with this. If this is indeed the #1 basic strategy (which it may be, I'm not saying it's incorrect) then I find this extremely non-intuitive. I had thought the whole concept of this game is taming the land and clearing monsters, not shoo-ing them toward your neighbors. it also seems like a cheap game mechanic to me if this is how it works. I will try this and see if I can live with it (a
[quote who="Khorak" reply="78" id="3285947"]You're a moron. See that? That's called having the balls to insult someone instead of being a snide pussy trying to insult someone without getting told off by moderators.[/quote] I'm sorry, who are you?
[quote who="cselmes" reply="76" id="3285920"]Thanks for the link Fistalis. I also have to say that with the new understanding of how things seem to work, it takes a good part of the fun for me. [/quote] Which is probably why the explanation for their behavior is not included in the tutorial or game manual. The obvious take-away is "stay away from monsters", but what's not obvious is that you can't and still hope to win on the higher difficulties.&nb
[quote who="Fistalis" reply="74" id="3285895"] Random is unpredictable. But Unpredictable isn't random. Random monsters are random. Sure you can call them unpredictable.. but doesn't make them less random.[/quote] Monsters in FE are not completely random (e.g. Frogboy has said that "smarter" monsters take into consideration their opponent's strength before they attack). However, their behavior is not completely predictable. They wander around an