Not sure how to describe this as it's not drawing the border correctly. See pic and save. https://dl.dropbox.com/u/75549875/Fallen%20Enchantress/border%20problem.EleSav
parrottmath
Good. I also recommend that the video's be updated for a more polished look.
Now that is a necromancer beastlord... very overpowered if you ask me.
Playing the tutorial we have a problem. On the object to select mining as the technology being researched... well I didn't select it, I instead picked refined production. Clicked end turn twice. Mining was finished research, but the tutorial did not progress... It demands that I select mining technology to move on, but now I can't research this as I already did. A fine punishment for those that don't listen, but probably something you don't want to do for begin
When building the merchant I get the tool-tip saying provides: +2 gildar per season ------------------- Merchants provides +1 gildar per season Which is it? see screen-shot
I've reported this before, but it only got half-fixed. Tool-tip on typical intelligence of oppents on custom says "String Not Found." You have to be clever to get it now... Click on customize oppenents... close screen... highlight custom intelligence... string not found... Well I found it again :) Note: If you change it through the arrows to custom it displays correctly the tool-tip.
[e digicons]:d[/e]
Select the demolish tool and hold shift and rotate mousewheel. Crash. Was present in .980 as well.
When you press back button on the "who opposes you" screen flashes for a split second the main menu then goes back to "where are you" screen.
[quote who="ddd888" reply="9" id="3237689"]but on a side note the i added whole bleeding mechanics to throwing knives, they were so crap i almost forgot they existed now with bleeding (or poison if you like it) its quite a decent thing to do[/quote] Basically you are suggesting that we can have different throwing knives. Nice.. I'm waiting for throwing axes with a chance to knock target prone :)
[quote who="joasoze" reply="20" id="3237691"]But we are nagging eachother CAUSE WE HAVE NO PATCH....[/quote] Agreed... world peace will become a reality with this patch :)
[quote who="Trojasmic" reply="12" id="3237670"]The question I always ask my European friends is, "how do you feel about sorting?" with the day in front, it makes sorting kind of difficult doesn't it?[/quote] I didn't want to point that out... best logic would be year / month / day... but I didn't say anything about this.
[quote who="TorinReborn" reply="7" id="3237662"]Silence is gold[/quote] I thought it was "Silence is golden". [quote who="seanw3" reply="6" id="3237660"]USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA![/quote] Yeah, The metric system is based off a mistake anyway :)
Ahhh but you see the US uses 9 / 27 / 2012... many other countries around the world use 27 / 9 / 2012
[quote who="Derek Paxton" reply="141" id="3237647"]Poor Miredesi and her crappy armor: http://screencast.com/t/UEZy3JtG6 [/quote] Oh now you are just teasing us....
[quote who="Derek Paxton" reply="126" id="3237602"]Powerful ogres may gain the Hurl Boulder ranged attack ability. Obsidian Golems may gain an Imprison spell that removes a units movement for a few turns and does damage each turn.[/quote] I do like the ability to see ogres chuck a huge rock at the person. Obsidian Golem get a crushing imprison spell would be rather neat too. I think an obsidian spike being shot to impale the kiting unit would be just as neat too.
[quote who="ddd888" reply="97" id="3237440"]Quoting Kongdej, reply 93 Quoting ddd888, reply 92regeneration not working in tactical is a huge nerf, probably due though but maybe regen in strategic only make the enchant totally useless dunno Gotta be more powerful than now if it only works on the strategic map in any way, that is true. Sincerely ~ Kongdej yeah but how? the problem is just the purpose i
[quote who="Heavenfall" reply="1" id="3236989"]Seriously, I often don't have to do anything in that rat quest. The encounter is a chance or something. Sometimes there's a corpse spider there (a very difficult foe) but sometimes I can just collect the club for doing a bit of light travelling.[/quote] Looking through the files there are actually 2 quests. quest_ratsintheruin and quest_ratsintheruin2 I agree that 300 gildar is a bit much
[quote]Added lots of new early game common items so there is a greater variety of stuff to find, Trog Blood, Quendar Wine, Bottled Fire, Recall Scroll, Wellspring Scroll, Despair scroll, Dark Candle, Enchanted Collar, Fireball Scroll, Pariden Wine, Ironeer Ale, Prismatic Potion, Curse Scroll, Rusty Helmet, Rusty Curiass, Rusty Greaves, Rusty Vambraces and Rusty Boots[/quote] Always saving the best addition for last... I don't knwo why this makes me happy... especially the Rusty it
It would make mites a mite bit stronger too.
[quote who="Frogboy" reply="86" id="3237044"]While WOM had a different game team from our other games, FE is the same games team that made GalCiv:TA plus new additions. I can't say I agree with the original poster, particularly with regards to our development process. We have a traditional QA/development process in addition to having public betas. The public betas help us make a better game. And we appreciate the feedback we get. But something like 87% of the a
[quote who="cardinaldirection" reply="46" id="3237075"]Quoting KingHobbit, reply 45 One of the things I don't like about trained troops. You can upgrade armor and weapons as they progress, but you cannot upgrade unit size. So if you have units that you have cultivated through the game, and have increased their armor and weaponery as needed, they still cannot add members. Agreed, an option to upgrade the number of troops in a stack (as the appr
[quote who="cardinaldirection" reply="15" id="3236948"]The sea at its core is just empty land, with the cliffs and simply a passability toggle restricting movement upon it. The proposed new Water-walker trait would merely grant access to these water tiles, similar to flight permitting movement over mountains; which although I haven't experimented with yet, I imagine the AI is handling itself ok.[/quote] We can change the passability of cliffs through some modding right now. I thin
There are already an indication where one can intersect beach and water for rivers end. Each rivers end that is on a beach could be the tile resource natural harbor. They already have xml code in place for a river to end at a beach with a specific tile. So, it would be easy to build this natural harbor resource like I suggested and then deal with it as a resource. For the transportation of units across the sea is a rather AI nightmare, and the only suggestion to fix this nightmare is
Sounds like this can be fixed with a floor function.