Sanati

Sanati

Joined Member # 4128257
0 Posts 93 Replies 9,890 Reputation

[quote who="Kongdej" reply="10" id="3311896"] you can turn rather unfavourable battles with 10 ish reloads (I know that is alot of work, but due to dodge being very powerful, one battle ought to be filled with dodges for your own side, and no dodges for the opposing side).[/quote] I suppose that's true with dodge, but you need probably a good deal more than you would get normally to make it effective enough where reloading a few times could change the battle results. You basi

13 Replies 51,750 Views

This wouldn't make them any more OP. Even with +200% spell damage a ranged staff in the hand of a sov/champion is still going to be really weak, but at least it will be almost comparable to any other weapon damage. A change like this is necessary, and has been ever since these weapons were added. I'm just really surprised it hasn't been done yet.

2 Replies 6,529 Views

Has nothing to do with balance. This is a numbers game, RNG has very little to do with it. There's no difference between somebody knowing exactly the strength of their units and that of the enemy units, only fighting battles they know they can win, and somebody who is just learning the game and doesn't fully understand all the mechanics using autosave and reloading when they make a mistake. They can both finish the same battles with the same strength units, at the same rate. If you wa

13 Replies 51,750 Views

+1000 Right clicking on them with a unit selected should also just move to that tile and not bring up the bloody diplomacy window. So many times I have to stop and wait X number of turns for caravans to get off a lair so I can move my units onto it finally.

2 Replies 5,660 Views

This is really depressing. Just goes to show how many people don't finish reading a post before replying. Even Frogboy. [quote who="Kongdej" reply="21" id="3311543"]For the OP, remember, sarcasm translates extremely poorly to text...[/quote] That's why he put a very clear "this was all sarcasm" disclaimer right on the bottom. I guess you have to put that kind of thing on the top of the post in giant bold text for most people to read it tho

29 Replies 34,530 Views

[quote who="IlluminaZero" reply="66" id="3310987"]Note1: Faction Prestige growth is distributed evenly amongst all settlements. A Faction Prestige of 6 with 6 settlements == A growth of 1 per city barring things that offer absolute benefits such as Sovereign's Call. Unless a player is not expanding it is pretty difficult to achieve a growth of 5-6 in an individual settlement by season 30.[/quote] It really doesn't matter if it's split. You are getting 6 pop per turn either

82 Replies 258,123 Views

[quote quoting="post"] (dedicated to those who think that building roads with engineers is too much micromanagement). [/quote] I'm guessing this was just edited in, or everybody above missed it. +1 for engineers. The sad part is, it would be easy to take the OP seriously because contrary to rational thought, it is indeed 2013 and that entire post dripping with sarcasm is in fact the exact mindset of most developers and publishers these days

29 Replies 34,530 Views

Sovereign's Call isn't going to be any more of an advantage than Enchanted Hammers or Propaganda. Unfortunately this change wont have much an impact, since at only 30 population cost an early city is likely the regain that population by the time it finishes building a Pioneer. Pretty easy to get 5-6 growth early on (first ~30 turns), and at that point it still takes ~6-7 turns to build a Pioneer, so unless they went Civ without telling us and also freeze growth while one is building,

82 Replies 258,123 Views

[quote who="Gaunathor" reply="3" id="3310418"] You lose all movement points regardless of, if you are still webbed or not at the end of combat.[/quote] I was wondering if this might be the case, but it's hard to test with the way they spam that web, pretty much always have at least one unit webbed when a spider fight ends. The same thing probably happens with Imprison. It looks like the "spells" set the unit's moves to 0, but for whatever reason that's not contained t

10 Replies 8,360 Views

[quote who="Leeovold" reply="5" id="3310448"]I always lag behind in Research even though I buy into/accept tech treaties with everyone possible.[/quote] The AI is currently extremely broken when it comes to research. They trade their tech points with each other every turn and they don't lose the points they trade, they just gain more and more every turn, increasing their research rate exponentially as the turns pass. The more AIs on the map the faster their research explodes. You

9 Replies 18,518 Views

Ya it's kind of shocking this wasn't hotfixed weeks ago. This is a game breaking bug and I don't see how anyone can stand to play without modding in their own fix (reply #22 and #23, it works). Players shouldn't be forced to use mods to make a game playable for over a month, a 1.13 patch should have been out the day this was reported with any number of quick one line temporary fixes to the issue.

42 Replies 87,486 Views

I would not say it turns the game into a "sim," it's a feature every other game in the genre has (that I can think of off-hand). It's just common sense that you can see what your allies and teammates are doing, I'm surprised it doesn't work that way in FE. I usually start trying team games eventually while playing 4x games, I just hadn't gotten to it yet so didn't know this was broken, otherwise I would have made this request before you. Actually, not "request," it wou

9 Replies 18,518 Views

You are already more or less limited to one champion per army, at least without the correct trait investments as they level up (heavily nerfed exp). Champions also aren't that powerful, so if you aren't using and leveling regular units you are already gimping yourself. I've had normal units late game with 400 attack, 90 armor, and 700 health, on their own, a single company of 7. Nothing more needs to be done here, people just need to get away from the perception that because they

6 Replies 9,831 Views

It makes sense to you that by waiting one more turn for the effect to wear off in battle before dealing killing blow you keep all your movement points? Why if you're poisoned/blinded/withered at the end of battle you aren't still so after battle? This is clearly a bug. Oh, and a game turn is an entire season, 3 months, far more than 24 hours, so ya even waiting 24 hours or several weeks for the spider webs to come off should still allow movement later in the season.

10 Replies 8,360 Views

I feel like I'm spamming this forum with all the bug reports so I'll combine a few at once here. 1. Another auto-resolve bug. Hitting auto-resolve mid-combat resets the positions of all troops for the battle simulation. Meaning if you have some ranged units, start the battle on manual, move back as far as you can and attack the enemy until it reaches your units, then hit auto-resolve and the enemy units in the simulation have to close that distance again while being shot at so

10 Replies 8,360 Views

[quote who="Heavenfall" reply="10" id="3310082"]What I want is that the player should be able to focus his strategy not on magic, not on warfare, but on civilization.[/quote] Even without the base game lairs that was already possible and not at all difficult. A town heavy strategy allows the player to buy the metal and crystal they need to build real units. They don't need the lairs, but by putting wages on the units that locks them to this strategy that can already do everything

11 Replies 6,244 Views

I think even in SW none of these units should have wages. The "cost" should be having to find one of these lairs, conquer it, build an outpost or city near it, research the tech, then pay for the lair upgrade, having a handful of free units that will always respawn every few turns would make that whole process worth it. Giving them wages though just kills it, if I wanted to pay unit upkeep I'd train my own units with decent gear, they are almost always stronger and more useful and I can s

11 Replies 6,244 Views

If you bring a lair into your borders it instantly turns green, even if there's a monster still standing on it. Some lairs in the wild don't turn green even if all the monsters that spawned from it are dead, they stay purple, like mite lairs IIRC. So I think purple is supposed to indicate active and green inactive, but yes I have seen a green lair flip back to purple, but usually that happens almost right away, like as soon as I end that turn. I think the bug is that an active lair ca

8 Replies 6,580 Views

Dodge is for both ranged and melee, ranged dodge is just ranged, so in your example yes it would be 25 dodge against ranged attacks. For everything except the growth upgrade and wardens, the outpost upgrade only effects the area within it's own influence area, the 3x3 or 5x5 area directly around them depending on if hightower is upgraded or not. The growth upgrade I believe is only linked to one city, but the city doesn't have to be in it's influence area. Wardens don'

8 Replies 6,580 Views

I did some more testing with that terrain/mouse issue after finding an amazing city location in the middle of a large patch of "afflicted" terrain and being forced to deal with it for a long stretch of time. Switching to the hardware/windows mouse does not effect it. Saving the game, quitting, and reloading does not fix it. Tilting the camera so it's looking straight down does "fix" it so long as you keep the camera at that angle. It happens to specific tiles in specific parts of

221 Replies 591,935 Views

1. Look at the icon above the lair. If it's still a purple symbol the lair is still active and will eventually spawn something else. If it's a green symbol that means it's done spawning, it's just a goodie hut now. Usually a lair has a guardian that doesn't move from it, if you kill that guardian it kills the lair, bringing a lair into your borders also kills it. Some lairs don't have guardians, and sometimes guardians will move off of the lair (killing them elsewhere

8 Replies 6,580 Views

I haven't seen that, but I suppose I also haven't tried to use such bright colors. Or perhaps that's just as buggy as hair and skin color and only works correctly with specific races and only when the game is feeling generous. Edit: Yes, I fiddled around with a few other custom factions and suddenly I found one where the default wooden shield didn't look like wood. For the first time I can remember it was colored to my metal color. Which is actually kind of surprising,

221 Replies 591,935 Views

Here's my real number 5. You have us pick skin, hair, metal, and clothing colors when designing a custom faction. Metal color doesn't do anything as far as I can tell. Clothing color is relevant for the first 5 turns until we find a piece of leather armor. Then the game seems to either completely or mostly ignore the skin and hair colors we pick beyond creating the sovereign. I pick Trogs with white skin and red hair, and my pioneers come out with gray skin and white hair, and my desi

221 Replies 591,935 Views