[quote who="Frogboy" reply="2" id="3241052"]settleable[/quote] Oddly enough... yes it is.
parrottmath
[quote who="Heavenfall" reply="6" id="3241046"]The problem specifically is that the damage does not scale with the unit group size, but the cost of equipping them with it does. This makes it one of the worst items in the game to use on your unit designs.[/quote] So what you are saying is that everybody in the army is equipped with throwing knives, but one person gets to throw them... I can see the order now... "You in the front, George is it. George you are the only one a
Press the "prt scrn" button on the keyboard to take a screenshot. Then you will need some image showing website to post it on the forum, or you could use dropbox.com to upload saves and images.
It is mostly the lore that prevents every place to be settled. Although the land looks healthy and settleable, there are deeper problems because of the cataclysm. This is my understanding of it at least. I agree that there should be more info about this and would provide a better understanding why everywhere is not settleable.
[quote who="GFireflyE" reply="1" id="3241023"] Yeah, throwing knives are pretty useless at the moment. Everything about them just says to run up to the guy and hit them with a big stick instead.[/quote] The throwing knives real bonus is the fact you can avoid a counter attack and attack a unit. I use them quite effectively in those situations, but they are far and few between. I thought that throwing knives provide 6 piercing damage. You are right about modding it easily,
Never doubted that this should be fixed before release. But the description of my fix may lead to them to fix the problem. As they need the root cause in order to fix the problem. Plus it is also a bump for the thread. ;)
[quote who="Sarudak" reply="36" id="3240798"]That's not a strategy question. That's a gambling question.[/quote] The premise here states that there is no strategy in gambling, when that is not the case at all. In fact, many statisticians would disagree with the fact that there is no strategy in randomness. There are plenty of strategies that need to be considered. The question you pose is not a gambling question it is a strategy question. The randomness of the environm
I've seen that before as well. I was able to fix the problem by moving the scout through enemy territory and then click on explore again.
A screenshot would speak volumes here.
[quote who="jshores" reply="115" id="3240467"] [quote who="seanw3" reply="114"]The thing about FE is that the AI is using a more complex structure. It will seem dumb in development, but once it is at 90%, it will simply be the best AI ever. This AI plays like a human, which means it will be a long time before it's perfect. The other difference is that this AI can learn and be taught by modders. That means new ideas and constant improvement is almost guaranteed. As long as the
[quote who="Satrhan" reply="25" id="3240465"]Why does random equal fun?[/quote] He never said it equals fun. He pointed out that the fun part is not knowing when or if a monster might attack. The point is if X happens then Y must happen. If person walks in front of Lion, then Lion eats person. This isn't always the case. There is a chance that you can do that and live. [quote who="Satrhan" reply="25" id="3240465"]You're not going to try and sneak an invasion fo
[quote who="Heavenfall" reply="12" id="3240368"]Both types should also have some sort of weakness, such as being scared of fire or dealing less damage against spear units.[/quote] That is the current problem with the horses. Horses do not have a drawback. Why would you choose not to ride a horse? First things should be known is that entering caves or buildings should not have horses (wargs maybe). Thus, if there was an indoor tag that says hey you can't complete this
[quote who="sweatyboatman" reply="15" id="3240373"]Maybe the problem isn't that the monsters aren't targeting the AI as much as the game not always calculating the results of simultaneous moves properly.[/quote] A helper issue would be to run a check to see if enemy units are occupying the same tile, if so then simulate a battle senario. This will only stop somebody from seeing the pioneer hanging out with mites senario. I've seen marked improvement on this issue,
I was play and decided to curse a unit. It gave a casting time of 1, then the casting was done and left me with a screen with a wand cursor, so I know to cast the spell. That is not enough to let the user know to cast the spell on target. Maybe there should be some info-text saying "Select Target for Curse". This is mostly for new users who may say... hey I can't do anything my bar is gone, when really they just need to select a bad-guy to move on in the battle.
I think there could be some justice done to the ye olde shoppe. It needs some changes for the pricing of objects. Currently you buy things at 5 times the cost you can sell them for, which is not the most ideal solution to the underlying problem. Gildar is beginning to gain value in the game after this tax system, but there needs to be some more balancing to make gildar a more valuable resource. Salted pork doesn't need to cost 30 gildar, it could just as easily cost 10 gildar and
Explore Automation is alright at the moment could be better. A small adjustment I have to the explore automation is that they really shouldn't explore the wildlands. Or at the very least change have two types of explore options, one explores everywhere, the other is to stay out of owned territory. I don't want to go to war with somebody because my explore keeps violating their borders and I don' t want to constantly tell my explorer "NO, you can't go fight the demi-god with a
I was informed by one of the AI that my troops are too close to one of their cities, but my map doesn't even show me where their cities are located. I did have an army next to one of their champions, but I'm not near any city of theirs.
I just witnessed some fire shrills attack some wolves. Is this an intended effect or an unfortunate side effect. The fire shrills were a wildland denison and the wolves were not. Don't get me wrong here, I do like the effect, gives life to the world.
I did not know that it did it this way. I might use this "feature" to my advantage by researching a tech with just the extra points of my other research.
So I've played FE for quite some time and now I want to know other strategies for the technology tree. I consider late game tech tree as just research whats left over because I have most of the techs I need for the game. I'm more concerned with beginning and mid-game strategies. I don't have much strategy when it comes to the tech tree myself as I like to just hop around and pick something that I need at the moment (no long term planning). For example, I want to rush
The spell is a very high mana cost for the gildar. If the gildar was harder to aquire from quests and such, for example escorting a noble woman gives 300 gildar. That seems excessive, how about maybe 100 gildar tops. If I take the bow and sell it, I couldn't get 100 gildar for it. Same with the doom club. This would make gildar more valuable to put the alchemy spell in line. It we take the premise that 1 mana is 1 gildar, then balance throughout the game should reflect this,
[quote who="CdrRogdan" reply="25" id="3240054"]All unrest and production buildings should be moved to the warfare tree.[/quote] I do not agree with this here. Although I do understand where you are coming from on the point of view that you are gearing up your production and making people happy about your war to be part of the warfare tree. But in essence the civics are taking care of the community and building up the community. Sure a forge builds weapons. but it provides farm
[quote who="Frogboy" reply="93" id="3240084"]i had already emailed that over when it first went up.[/quote] This is what makes me happy about this process and game. The fact that the CEO is willing to peruse these forums and partake with the community and get this game working great. I look forward to see what changes are made this next week.
You should post your debug.err or at the very least tell the dev's what your system you are running. Windows XP, Windows 7, 64 bit or 32 bit. 2 gig of ram or 16 gig of ram? What is your video card, are your drivers up to date?