As it stands, in my current game I have about a dozen shard summons that clog up my units UI (as they slowly make their way across the map) that I mainly use as dispensable meat shields. I Instead of multiple shards providing multiple weak summons, they should make the summons stronger: providing them new abilities and stat bonuses. It would be way cooler to have that fourth death shard make my demon unit into an unstoppable juggernaut than to have that fourth death shard
sweatyboatman
You have too many cities. Your population growth (before buildings) is split between all your cities. Raze some cities or better start again and focus on building 2-3 cities and use your pioneers to build outposts instead.
I've seen this occasionally, though it doesn't just happen for a specific mob, that I can tell. I actually found that I could "fix" it by changing the camera angle to be closer to perpendicular (so i'm looking down the middle of the battle).
[quote who="lhetre" reply="8" id="3163234"] Quoting StevenAus, reply 7Yes, slow/haste should not give less/more turns based on turns already taken. That is just counter-intuitive. It should only affect from the point in time the slowing/hasting spell is cast. I don't get it, from the moment you cast a spell ALL the following turns are affected as they are "future" turns, the spell reorganises the order in which units will move or attack, it cannot change turns
poison critting is always humorous and rarely affect the course of battle.
yeah that is a little disorienting. definitely a bug. if they're going to make a noise post battle they should cheer!
make it ranged but exponentially less effective the further away you are.
yup. happened to me in my first game. got the anouncement about the weapon i'd earned and then was thrown into a second battle with some bandits (an archer, a melee, and two magic users)
I think this is a good idea, though given the large number of monsters at the start of the game, it might be difficult to implement in a way that made any sense.
I'm pretty sure it's a temporary kluge to deter early-game pioneer spamming. Unfortunately it doesn't seem like Stardock has been able to come up with a suitable alternative solution. That or they're holding off on any changes to unit building as part of the next beta stage (the one with one-tile cities)
I think that #1 and #2 are bugs with the current implementation of the AI. Clearly, if pathfinding was working properly the AI would make use of roads. You don't need to change the mechanics of the game, just fix the bugs in pathing. Although your suggestion of casting Tireless March on an army is a really good one. And I think the reason the AI's units are low-level has to do with the AI constantly getting its butt kicked by monsters. It
Sorry that you are finding it so difficult. I feel like every patch has come with a note that says "Made higher difficulty levels harder and easier levels easier." So I think they are looking to address just what you are talking about. The monsters failing to agro against the AIs is a huge issue with the current game. It essentially breaks the game, but I can't help but feel that what we're seeing is AI development in progress. The monsters are eventually going to
re: ai and quests, i have a theory that what is happening is that the ai when it finds a quest assigns a champion unit to it. but it seems like either that xhampion is very far away or perhaps becomes immobilized (killed) on its way. i had a game where i found a quest with a scout unit maybe 40 tiles away but right on the ai's border. the ai had a champ unit standing next to the quest location, but wasn't moving to pick it up. so i marched my sov down and about two turns away the ai&#
it seems like you have the difficulty set too high for your prefered style of play. If you just want to roflstomp play on easy. Some people enjoy a challenge.
I think a lot of the changes made in Beta 3 have really hammered down a fun opening act for FE. Sov/Race specialization, more aggressive monsters, battle tactical battle mechanics, streamlined spells, better AI. The first 40 minutes to an hour of the game really shines. However, after you've cleared out all the low-level monsters, and grown a few cities to level 3, the game starts to bog down again and lose focus. I'm sure we'll see some big changes in be
[e digicons]:waaaa:[/e] [e digicons]:waaaa:[/e] Stardock continues to change a game that's still in beta. Such a tragedy. Now it's a little hard. You have to think before you do stuff. It's like a bus from the orphanage crashed into a truck carrying only the cutest kittens. Send for help! Edit: To further elaborate. The same people who are responsible for the design of the game you're enjoying so much are the ones ma
didn't the devs request that people make separate posts for their bug reports as it makes it easier to track them or something?
[quote who="Poko8" reply="2" id="3151015"]It's only a token restriction...just rush after one or two turns, the cost is negative and you gain the gildar[/quote] what?! is that for real? the game pays you to rush? "3 turns minimum to build anything" is a stupid mechanic and I also cannot think of a justification for it.
they upped dodge in .912 i think so that nerfed maul a bit. its fine with me as maul was totally op. try boosting your champs accuracy.
title made me realize that FE needs zombie/ghost monsters. also this is a wacky bug.
[quote quoting="post"] 2. Winning a fight with taming a beast and having no free army slots leaves the tamed beast as "ghost" on the map (full hp, but it vanishes when moving the army on its space) [/quote] i think this is normal. the tamed animal cannot fit in your stack so it wont auto join and it ends up in its own stack (of one). in the case where you move your stack on to it, all you've done is moved your champ stack on top of another. you can cycle thr
[quote who="Poko8" reply="5" id="3144112"] I apologize if I came of as disparaging his coding ability - I'm just questioning his time availability. [/quote] What I was trying to say is that while the AI in Beta 3 is poor, it's a vast improvement from Beta 2. And I think that there are some small changes (and, as Murtea points out, bugs) that are significantly hampering our perceived performance of the AI. If the AI was stagnant, or not as
I really don't see why you found it necessary to call out Brad in your otherwise very interesting post. There's still a lot of suck in the Beta, not just the AI. I think what we're seeing is the reason why AI development is usually left for last and most games ship with a braindead (and heavily scripted) AI. The game we're playing now is going to be immensely different than the game at release (for example, we know that city development is getting complet
[quote who="DsRaider" reply="8" id="3143522"]The main problem is that for the most part the tech trees are very interdependent and contain many necessary technologies. You are never going to play a game where you won't need better weapons, larger groups, or more production.This is why I advocate splitting the tech trees so that no brainer techs you will always get are on a different branch then the more unique techs. So you don't always get the same techs each game. You could have spe