Unless you guys set the meeting to central Europe, I am afraid I am off :D
jirkaesch
How bout my save, folks? http://www.mediafire.com/folder/to1689e8fuuio/FE
I always forget, how awesome you guys are :) http://www.mediafire.com/folder/to1689e8fuuio/FE Here is a savegame with debug file. The save crashes (freezes) for me on the very next turn. I have all the drivers etc. updated to the latest. Good luck!
Derek, are you gonna fix the "FE stopped responding" bug that has flooded the forums? Any support from players needed? Thanks in advance. EDIT: I have a save game that crashes (freezes) every time you hit End turn.
Win 7 here...last few weeks (since 1.4?) in every game, somewhere in the late-middle phase, the game stops responding :(
Guess I am depending on the bees from the ol´ Europe, then... :)
Lightning bolt (Aeromancy?), for high level sovereign, is a very powerful spell. I tend to see it sometimes as a Win button. - It is very cheap and (lightning) rarely resistive, plus there is no cooldown (yeah!). - You can cast it in a line of 5, meaning with proper positioning, you can hit 5 units. Imho this thread shows that the magic is interestingly set, with multiple ways to victory and preferences. No nerfs needed ;)
Imho I have one more question. [quote quoting="post"] Players giving tribute are no longer treated as if they are under non-aggresion (ie: you can still declare war or kick them out of your lands, declaring war will cancel the tribute) [/quote] What is the point of the tribute treaty now? I fully agree that it is not some kind of alliance, so the ability to kick them out is viable. I tend to think of it
Derek, just curious, will Dead AI get some special algorithms to deal with the specific growth model? I.e. to build proper buildings and to go more aggresively after the other players? Or can the general AI (thinking of Magnar) handle that sufficiently?
joasoze Dead not available as an AI opponent: https://forums.elementalgame.com/449683/page/1/#3413797 Horses: https://forums.elementalgame.com/449739/page/1/#3413791 Garrisons and other minor stuff: https://forums.elementalgame.com/449774/page/1/#3413781</
I just wanted to ask, whether the issues with the Dead faction are about to be adressed...only to find that you already mentioned that all of them will be fixed on monday :) Thx Derek and enjoy rest of the weekend! [e digicons]k1[/e]
Whoooa! Out of the blue, isnt it? ;) Gonna try it right now, thx Stardock!
Have this as well, very annoying. Will provide more feedback to SD, so that it gets fixed, as currently I cannot finish any single game.
There are several system problems with the current diplomacy machine. - First and foremost, with alliance being placed soooo late in the tech three, they are effectively disabled. This takes out much of the fun, intrigue and complexity we all enjoyed in GalcivII, with coalitions waging epic wars. In FE (LH), from the mid game the cards are set and its just a constant war everybody vs. everybody (concerning AI). Suggestion: Move the alliances more to the beginn
From lets say 1.3, I am having this issue very often, lets say every 30 min. Very frustrating and immersion breaking.
With this approach, nearly everything is human-exploitable, I am afraid. Still its a matter of choice: you want more challenging game? Turn tech trading/brokering off. Or do not use it. Or use it only with non-military technologies. The choice is up to every player, but why to deny it entirely? Diplomacy building/bonuses would be still very useful. You can get peace easier. You can make other civs wage war on each other easier. Etc. Tech trading is an important
Firm and strong YES for keeping tech trading and brokering in the game! Hell, NO greyish and shallow "may I trade my 15 in Magic for your 15 in Warfare?" like in Elemental. And NO to alliances put too late in the tech tree (= essentially crippled). And of course, ltes keep an option to turn it off as well. You dont like tech trading and brokering? Turn it off. Problem solved.
Yeah, Norseman, I feel your pain. I deeply believe that Stardock will keep the GalCiv to be grand strategy game with tactical battles on top of it, NOT devaluating it! No shortcuts for "less advanced players" or to make the game more "accessible". Research, economy, colony management, diplomacy, politics, warfare...all in great and deep mix [e digicons]}:)[/e]
Markin was actually able to Tremor me sufficiently even back in 1.3. Shame there is no follow up, like sally from nearest fort. This way its just a little...delay.
Yeah, I hope the espionage will get significant updates to be really meaningful. Birth of the Federation had really nice espionage system as well...good intel was a strategic factor there! You could steal technologies, ships, sabotage projects, ignite rebelions...and so on.
Definitely YES for tactical combat. This was (along with shallow ground combat) one of the main missing features in GalcivII. I think SD has obtained large know-how from FE and LH games and tactical combat will be quite fun and challenging :) And of course, YES for the option to turn tactical combat off and rely on reliably autocalc.
Derek, AI still casts Wither on caravans. Experienced that in my current 1.4 game with Resoln. Will try to get screenshot of that...
Words are futile here... KING IS BACK! Heh, I remember, how I laughed at the fools paying 90 bucks to Uber Entertainment for Planetary Annihilation. And now I will be paying 100 bucks to Stardock :D Life is always surprising ;)
Derek, we really need to fix/rework crossbows . In my current game, Gilden is fielding huge stacks of Marksmen armed with crossbow, which constitute bulk of his force. These guys cannot do more than 2-5 damage on ANY of my units. As I am starting to field plate mail paladins, he wont be able to hurt me more than clink-2 damage. Should he be fielding bows, I could have taken at least some damage and casualties. But with crossbows? He´s essentially a paper tiger, n
Thx parrotmath. I decided to swith back to original values (ovewrote modded xml files from backup) and do only small changes: - unit groups changed to 3, 5, 7, 9 - combat xp modifier changed to 0,09 But with only these two changes, I get sometimes bug with city militia: in one case (level 3 town), the melee militia spawned just as 3 solo guys, instead of group of 3 (or5?). What could I have done wrongly? Thx, my last question in this thread:)