LordCobol

LordCobol

Joined Member # 3294374
2 Posts 125 Replies 13,002 Reputation

In the lawful / chaotic spread, wouldn't "pragmatic" be a better term for the in-between than "neutral", especially since 'neutral' is between good & evil. Then Resolin could be "pragmatic neutral" instead of "true neutral" (which I assume the chose because "neutral neutral" would be too tacky).

175 Replies 714,856 Views

[quote who="Publius of NV" reply="1" id="3106583"]I agree, there should be a way of deciding that you're not quite up to the quest yet but could come to it later.[/quote] agree

3 Replies 3,050 Views

When you are designing a new unit and you click the up-arrow thingy to make a weapon of piece of armor upgradeable, the arrow stays highlighted and to tell what the unit will get you mouse over it and it tells you. Ok so far. Call the unit up later to upgrade it (different sense of the word "upgrade") and the up-arrow isn't highlighted, the item it will use is highlighted and there is nothing to indicate that it is upgradeable. Personally, I think it should highlight

0 Replies 1,052 Views

I often see dead armies remain on the screen until next turn, so I am conditioned to ignore armies that appear to remain on a square after I have attacked and killed them. Decoys. But I also regularly see and 2nd/3rd/4th (etc) army on a square go invisible after I kill the first army on that square. Steath. And especially easy to fall for because of all the decoys. A bit or guesswork long-distance debugging -- if there's a piece of code somewhere that goe

1 Replies 1,602 Views

In tactical combat, units often step onto or even completely across the grid line. Makes it harder to target them and makes no sense. Not a high priority, but it it would be nice if they would stay in the box.

4 Replies 2,674 Views

[quote who="Sarudak" reply="25" id="3106381"]And I don't like explicit evil/good. It's so cliche and ultimately uninteresting[/quote] Yep And I don't identify with evil. Haven't played any of the evil races in WoM or FE, and probably never will. So it limits my play choices. But good/neutra/evil is a little better than just good/evil.

175 Replies 714,856 Views

I play large map (and wish it could be larger), with 8 or 9 players. Instability is more a a problem than speed. Don't recall how many turns. This is with xp 32 bit, 3gb ram, core-2-duo (big upgrade likely in a few months). I expect that the current rig would get less benefit because it has only 2 cores.

41 Replies 60,004 Views

I've seen it too. Since pandemonium has the same cost as chaos, once you get the former the latter is pretty pointless.

1 Replies 1,409 Views

They needed to do SOMETHING to stop whichever caster moved first from nuking the other side in one shot (and allow counterspell), but I'm not in love with the current approach. How about... 1: Make all spells 1 turn. 2: Make "counter spell" block the NEXT opposition spell or spells, like MoM's "counter magic", as Rhadagast suggests in reply #6. 3: Nerf whatever spells need it by some combination of (A) reduce the damage radius, (B) make the damage not i

30 Replies 12,880 Views

[quote who="seanw3" reply="18" id="3100900"]The city problem is because for some reason they hardcoded 18 units as the max for battles[/quote] If by "city problem" you mean the magic staff running away problem, I've seen it happen when there were nowhere close to 18 units in a game. I've also worked around it by loading a save from just before the battle, selling my champ's magic staff and using the money to buy sword, shield & armor for him, with no other change

23 Replies 16,196 Views

My pathetic attempt to get old games to play in non-widescreen instead of fat-face was to get a new non-widescreen monitor about a year ago, and go dual-monitor. Sadly, most of my games don't give a choice, but insist on running on the primary display. If new games like FE would be enhanced to offer that choice I could make the non-wide screen the primary and the old games would work, but as it is now the 1-wide 1-narrow setup is no better than 2-wide would be.

13 Replies 30,455 Views

Now (later in the same hard-level campaign) I see that a recruited unit with magic staves also skips city defense. I attacks outside just fine. No units without ranged-attack magic staves skip city defense (haven't tried archers yet). Campaign over. no crash, so no zip -- that crashing sound you hear involved my monitor and the wall :( debug.err http://dl.dropbox.com/u/8928343/debug-skip.err

1 Replies 1,456 Views

Early game I got a Hailstone Staff and gave it to a hero who is defending one of my cities. But when the city is attacked it ALWAYS acts as if he wasn't there. He's not on the combat screen, doesn't get any XP, nothing. This is on "hard" difficulty, and hard enough without champs skipping out when I need them :) Its the staff, not him. If I sell it and buy other stuff he defends the city just fine. But also, if he and the garrison

1 Replies 1,456 Views