If the game were to start tracking population by species rather than simply total population, I could see having 'forbidden' world-types as in 'species 8472 cannot colonize Earth-like worlds, but thrives on Venus-like worlds, while species 5618 thrives on Earth-like worlds but cannot colonize Venus-like worlds'. However, without species-level population tracking, I cannot see why my faction could not colonize a world which is habitable for at least one species found within the
joeball123
The spell isn't supposed to do anything. However, if you want to make it work, you can go into CoreSpells.XML (found in C:\Program Files (x86)\Steam\SteamApps\common\FE Legendary Heroes\data\English if you installed in the default directory), locate the spell 'VatulasDragonslayer', and change this: [code="xml"] Unit CurHealth No Effect!</Displ
Vatula's Dragonslayer is not supposed to do anything when you cast it.
[quote who="trims2u" reply="6" id="3456216"]Also, I'd like to have terrain PENALTIES, too. It think that would be nice - you might have a nice Class 10 world, but if half of the tiles are penalty tiles, it adds a big additional dimension.[/quote] I'd really rather not have this. It's already a pain to click through every last tile on a planet to figure out what the planet is best for, since the terrain type is only visible when the tile is selected. Having tiles that could
The number beside the population icon in the sidebar is actually the research output of your planet, not its population. For some reason, it's using the wrong icon.
[quote who="Gaunathor" reply="7" id="3455832"]Yeah, the Terror Stars in GalCiv 1 were so much better. I really miss my Happy Fun-Time Base of Ultimate Doom (Terror Star fitted out with all culture modules).[/quote] Don't forget the mining modules for whatever resource you built it over. After all, who wouldn't want to be visited by the Cultural Embassy and Mining Base of Stellar Destruction? We're just trying to provide employment opportunities for all those layabouts in a
Well, if you really want to get pedantic about using game-terms, then the game interface never actually refers to the group of ships containing my survey ship as a fleet because I never group my survey ship up with any other ships. Since my survey ship is never part of a specific fleet, any upgrade found by the survey ship which gets applied to 'the fleet' can only be referring to my entire Navy, since there is no other 'fleet' to which my survey ship belongs. I don
"The Fleet" can also refer to all the ships in the Navy, not just e.g. the Home Fleet or some smaller collection of ships. Also, any upgrade simple enough to apply to a ship in deep space with only its crew available to perform the work is simple enough to get applied to every ship in the Navy, and if it's "+2 speed units" then it's also worth applying to every ship in the Navy. It's also difficult to argue that this stuff is supply-limited, since the only such limit is that all t
All differences in item or trait availability at sovereign creation come from mods or DLC. There are not any items or traits which get unlocked by doing X within a normal game.
Thanks, I hadn't noticed that extra bit on the bottom of the tool-tip. I think it really ought to update the stats in the portion of the tool-tip that describe what the improvement actually does, though, rather than having an additional bonus listed at the very bottom. It would also be nice, even if the base stats weren't updated to reflect changes due to level, if the tool-tip would tell you somewhere what bonuses it gets from gaining levels. I also think that it might be nice if the
Feedback: I don't like the way the tech tree is set up. It's too easy to click around in it and accidentally change your research project, because the last project highlighted is the one that gets researched and any time you switch branches of the tech tree you select the top item in the currently selected branch. It'd be nice if the bonuses from e.g. Mountainous showed up somehow on the planet tiles without me having to inspect each tile individually. I have no in
What does +N levels to improvement type Y do? I can see a little number up in the corner of the improvement types that changes depending on what kinds of bonuses to the correct improvement type are available, but I don't see any change in the actual bonus provided. Also, is there a way to turn off that stupid beeping noise at the end of the turn?
I personally greatly prefer sequential turns to simultaneous turns in any game where pieces can take more than one action per turn. Also, I don't understand how it is that you go from the description of sequential turns to 'the player who clicks faster wins.' 'The player who clicks faster wins' is an issue of simultaneous turns, not sequential turns. Or are you arguing that a game which operates on sequential turns in single-player would become a simultaneous-turn
[quote who="UnleashedElf" reply="15" id="3452491"]You could also cast the spell that levels up your units regularly.[/quote] Paragon costs the sovereign 5 health permanently with each casting and only affects 1 champion per cast, and requires that the caster has at least 6 maximum health, while Crusade only affects trained units. Destiny's Insight might be doable, but at only 25 experience per cast you'll be spending quite a bit of time casting it to buy any of the higher cham
[quote who="Eunomiac" reply="14" id="3450840"]Vietnam, Iraq, Afghanistan[/quote] I will point out that all of these have involved a degree of external support for the insurgents, as well as insurgent access to relatively safe areas due to the occupying power's lack of interest in expanding the war (for example, in the case of Vietnam, while the US did conduct bombing raids into North Vietnam and used special forces and bombers to harass Viet Cong and North Vietnamese forces outsid
[quote who="SorcererFailure" reply="7" id="3450869"]Which begs another question, Henchmen and the like. Essentially single troop hero fakes, would they be useful at all, ever? Since they would essentially be a weaker version of normal troops even with lots of lvls on their ass[/quote] Henchmen are very useful, as they're essentially design-your-own heroes. You can give them more or less any of the traits that regular units can be trained with, they can use items like standard cham
[quote who="davrovana" reply="9" id="3450692"]two level 13 mages might be better than one level 20 anything.[/quote] This I can definitely agree with, especially given just how much time it takes to get anything to level 20.
[quote who="Eilarais" reply="6" id="3450628"]You have to put some effort into finding and attacking the highest-level monster camps before enemy factions do, and make sure you're using the "Tutelage" spell when you attack.[/quote] I'd just point out that it's actually better, at least from a long-term leveling multiple champions up perspective, to leave strong monster camps alone and just hunt down and kill the spawns that come from them, rather than actually clearing the
I cannot say that I'm sorry to see the three interdependent sliders go. I am a bit sorry to see the tax slider go, because I rather like the ability to increase my empire's income without directly reducing manufacturing and research, although since I feel that your actual approval rating had probably too little impact on you I cannot say that I'm extremely disappointed to see that approval and variable taxes are gone. The issue with approval and the tax slider was more tha
[quote who="EvilMaxWar" reply="15" id="3449613"]Well, it seems they removed the Tax slider, it no longer exists. Instead you have Work. Citizens provide work. Hence why you have no tax revenue. [/quote] Regardless of what you think it represents, 'savings' is an inappropriate name for it. 'Savings' are what's left over from income (or income + bank balance) after expenses, not a part of my actual income. If I have an income of X, and expenses equal to Y, then my sa
Shouldn't there be some kind of basic tax revenue (not the trade, tourism, or treaty revenue, but something population-related) listed under the income? I mean, 'Saving' isn't exactly income, unless you mean 'interest on my savings account'; rather, it's the portion of my net income that I decided not to spend and now have sitting in my savings account (or treasury, since we're a galactic empire in the game). I just feel that if there's a 'Savings'
Sions with the Trainer traits will also help (if they can get them; it's been a while since I bothered with Sions), if you're playing an Empire, since Henchmen are only available to the Race of Men (default faction Altar). Increasing quest frequency in game setup or spamming quest maps in game will also help, as will davrovana's suggestion of increasing the world difficulty. If you didn't take the faction trait that grants quest maps, Altar might have them for sale in
[quote who="Gaunathor" reply="34" id="3449451"]Pacifistic (penalties for being at war): Sounds bad, if you want to go for a Conquest victory, but it depends on the penalties.[/quote] It isn't just the Conquest victory that this is bad for. You can't seriously believe me to expect that every game that you've won by any method other than the conquest victory involved no warfare whatsoever, and this is going to make it worse for you if someone picks a fight. [quote wh
[quote who="Gaunathor" reply="21" id="3449261"]As far as I understood it, those are ideas as for what mechanics each ideology could affect, not what they currently do.[/quote] Those ideas are also our only current indication of what it'll mean in-game to have the Benevolent/Pragmatic/Malevolent alignment, or, if you prefer, ideology, at least outside of the one event notice that we've seen. Anyways, it would seem to me that it wouldn't be terribly far out of line f
[quote who="Tridus" reply="13" id="3449198"]Haven't they already said that this is all changed in 3?[/quote] The stuff in the Founder's Vault (like Brad.pdf) suggests that at least part of the change is just cosmetic. For example, page 7 of Brad.pdf includes an image of a colonization event involving research that I'm fairly certain that any who played GCII will be familiar with, but with Good/Neutral/Evil relabeled Benevolent/Pragmatic/Merciless. For the event in question