OK. Less than 1% tried to play WoM multiplayer, but those numbers are likely biased against MP because it was a terrible game at release. Nothing suppresses online numbers like a game not being fun to play. IMHO, the exact numbers are pretty much irrelevant. I think it's a good decision to focus on making the SP experience the best it can be and then decide whether multiplayer can be done in a way that makes the game better.
sweatyboatman
[quote who="dracophoenix" reply="8" id="3068012"] Clearly Meteor show is the fake one. Can't wait to battle the HULK!!!!![/quote] I would think Hulk Out turns all your heroes into monsters.
@RataTosk: I was replying to Strumpetplaya, your post kind snuck in between. @Strumpetplaya: Apology accepted. I understand your frustration. MP would be a great feature in this game, but there are legitimate reasons why MP is not going to be in FE on release. It's annoying, but that's the way it is. I don't think you're the 1%. By the statistics I've seen, MP is like the 14%. Small, but significant.
Nope, sounds cool. I would've thought someone on the forums would post about it had it happened.
Is there some requirement for MP that you have to come off like a complete jerk in every post you make?
[quote]My outposts seem stuck and don't grow ; furthermore, unlike the initial settlement, one cannot see the potential of the chosen spot (grain/production.)[/quote] Outposts aren't supposed to grow. They claim a territory 5 tiles square. They don't bring in grain/production. They only give access to special resources like Gold Mine or Elemental Shards.
Sometimes gameplay trumps lore. Though I doubt it's part of the lore that the champions for the opposing factions broadcast their presence to everyone and make themselves easy prey for their natural opponents.
Same problem on my laptop. I just set my taskbar to autohide which "fixed" it.
If you got rid of the pointless "imbue" mechanic, champs would also be able to cast spells in their own defense. Give them a couple units backup and a mana pool and then you better know what you're doing when you mess with them.
I agree with Lord Xia. That's a little too much realism, especially in a game where you have more than one or two champions. Though a special ability that disarmed a hero for a turn or two during tactical battles might be interesting.
Was it my post here: https://forums.elementalgame.com/416009/page/1/#3064370 My idea is to divide techs into branches and leaves. Branches would be integral techs that cost a lot to research and make a big difference in the game. Leaves are support techs (like warg riding) that offer distinct advantages/weapons that you can either research normally or buy using gold/mana. I would love to
I had this experience in my last game in [.75] never resolved it. Just didn't ever get to cap that Life Shard.
In that thread, Frogboy says they tracked down a bug in the debuff that's supposed to happen with each successive hit. So possibly this will be all fixed in the next release.
Maybe the AI is committing a purge of the military establishment to forestall a coup! [e digicons]:P[/e] I feel like I have been seeing what can only be the AI suiciding its units. I think the AI must be running out of money. Perhaps it's feeling threatened by a monster or enemy army elsewhere and wants to rush production there. Disbanding units is a very inefficient strategy.
Stealing an idea from another thread, there should also be the distinct possibility of losing equipment when the hero falls in a battle you lose.
I don't know if the AI is moving through units. I had a game where I moved a scout unit into the fog of war only to have it land on a monster unit after I ended turn. I got the "Attack" dialog and Auto Resolved (i shoulda died as the scout has no attack or defense), but the battle didn't happen. The scout and the monster ended up on top of each other. After that, the end turn button was disabled and so I had to kill the game. Of course, my inte
Well, they did fall in battle. So they could just get warped to the nearest enemy city where they recuperate for x turns as usual. Also, this should only happen if you lose the fight entirely.
getting knocked prone should probably cancel any multi-turn spells you're casting
yes
add a 5% chance of the hero flipping to the other side and I am all for it.
[quote who="LordRikerQ" reply="6" id="3066587"]Note to Stardock: Spamming Skip Turn for several minutes and grinding like a millstone is NOT enjoyable. Please fix this heavy handed nerf and stop listening to hardcore players.[/quote] Sigh. Note to self-righteous forum jerks. If you want your suggestions to be taken seriously, try not to sound like a spoiled child who's been asked to share his toys with others.
proactively kill them?
what! no screenshot? [e digicons]\o/[/e]
truth. if you end turn without picking a research, it should just pick whatever's cheapest and start researching that.
[quote who="adaban" reply="3" id="3066144"]I think heroes need bodygaurd armies that disappear if they get hired, help to defend said hero at least till mid game. Give heroes two or three stacks of spearmen and two or three stacks of archers they wont be such easy picking and may allow AI more time to recruit them.[/quote] I've been trying to think of how to make heroes less susceptible. That's it! So simple. [e digicons]1*[/e]