Off the top of my head; 1. AI Sovereigns need to lose their fascination with leggings. 2. Fix the AI trading tech abuse. I know you're already looking into it, just saying.. 3. Monsters should be more proactive about destroying Outposts if it disturbs their Lair 4. AI Sovereigns should not be able to recruit Hirelings w/o having adjacency 5. When Monsters attack a city it gets razed to the ground, I would rather lose a % of the city population and an inc
BernieTime
It makes me wonder why they even bothered with a tag if it doesn't really bring anything to the table.
Thanks HF. Seems a bit shortsighted on Stardock's part. You'd think they'd have learned how important it is to Type and Subtype creatures after observing the pain that Magic:TG went through over the years to fix their own game.
The only time I really use Sions are on maps with few or no Champions. The Permadeth to Sions (compared to Henchmen) is really offputting considering the time and investment getting them into play.
Two Questions FIRST I'm not really a fan of how all encompassing Beastmaster is. Lets say I wanted to target an Albino Rock Spider, which is currently classified as Creature Type "Beast", with a spell UnitType InternalName="AlbinoRockSpider"> Albino Rock Spider Beast Spider Normally you would use the lin
Right on. Guess I was expecting something like 3-4 before it was tapped out. About mid-2/3s of the way through my first game of Stormworld on Elite. Biggest competition of the game has come from the Living Stone. His Archers are wicked nasty if you don't take them down early.
When building a Demonshrill Lair, how many should spawn? After building a lair it built one, then said that was max. Is that right?
Thanks. I'd thought that Stormworld had displaced the original races that came pre-installed with FE, which apparently isn't the case so my question was moot. Doh!
I was looking at the available races and there are a lot of references to Men, but there isn't any inherent playable Human race?
For those that prefer the older version of XCOM, be sure to check out UFO:Alien Invasion http://ufoai.org/wiki/News It's been a long time in development by that community, and it's free to download (on purpose) As for the new game, I'm glad it did so well in that when they produce XCOM-2 we're likely to get the additional funding to develop a more realized game.
[quote who="Mistwraithe" reply="1" id="3304586"]Pretty epic, did you pull out a win anyway? [/quote] My first crack at this map ended badly, so I restarted having a little foreknowledge of the immediate area. Under the goodie hut on the right reveals a single tile to plant a city. Toughest map I've had generated on me so far. Only have a couple of mods installed (Below). Don't have the Big Map mod. Ginsu Knives River Bridge Arcane Ar
A particularly awful starting position. Looks like random says no champions at all this game, and I don't even get a tasty starting resource. If you have some screenshots of your own, please share. Would love to see if FE hates you more ;) Edit: I intended to share/embed an image I have hosted online, but forgot that the forum software here sucks pretty hard when doing simple tasks (forum search,
The spell casts but has no resulting effect on any units in targeted cities. Cast multiple times to no effect.
There are complete threads going on about the benefits of each weapon type and it's universally agreed upon that Swords are the best bang for your buck. I respect the other weapons, but Swords in general are better because they always process and you will typically get 2 strikes to your opponents single strike. Not going to debate it here as there are really really long threads about it
I have a question: When units get their opportunity to counter-attack, does that unit have any penalties to hit the attacking unit? I think this would help reduce the overall feeling of Swords being OP compared to other weapon forms.
Putting the Champion into an Outpost area really doesn't mean anything. The AI has a tendency to ignore your borders (which is funny considering how much it bitches when you're in their space) and can recruit without being adjacent to the Champ.
Razing a city should only knock it down 1 tier at a time. Godzilla didn't destroy Tokyo in a day.
I'm having this problem consistently as well on a Windows 7 64-bit PC. Haven't had the auto-save game bug (crash/boom) in a long long time
Notice I said the inherent City Units, not the ones produced
I think it would be more fair to wait on reviewing until the patch hits. If I had to review the game as it exists right now the problems are too serious to give the high mark it deserves.
I'd really like to see some more scripted Campaigns as it invests me more into the FE world. Out of the box (er.. Download) I really enjoyed the Relias story because it made the pre-existing factions relevant. During the beta I would just go straight to customizing my own stuff.
I would also appreciate it if Governors had some ability to boost the inherent City Defense units. This would influence my decision on when/where to park the Gov if I perceive a city to be in Jeopardy with few constructed units available
I completely agree with the OP. One of the joys of a turn-based game is that you can walk away from it at any given time to go to other things. For a busy person like me the save game bug makes FE unplayable.
They're a dangerous foe, but can totally be planned for. They have no real armor and get burned down by archers. They're not really that fast, hit them with slow spells and beat them down with Melee. I could go for an increase in production cost, but I've not played as Yithril so not sure how that would work out.
I'd also agree with Xia's assessments. Juggernauts are a threat, but I do like them as is as. They can be dealt with when you know they're coming.