Probably Experienced as well. I saw a bug report about this from a year ago, so I'm assuming it's been broken all this time.
Sanati
I don't think that is down to luck either. I think the AI is smart enough to know when it has no chance of taking a target and wont send any stacks at it. It's not smart enough to factor that into it's decision to declare war. So it thinks "I have 100 of these really weak units that adds up to 1000 power, they have 5 really strong units that add up to 500 power, I'm much stronger than them so time for war." Then it does a separate check where it realizes it's best stack ha
I'm guessing we are going to have to wait for gaming site X to reveal the expansion before we get any news here, followed by said dev journals.
It's not random at all actually. The problem is that the AI accrues a stacking negative diplomacy hit for having a stronger army than you. There's 3 separate hits for having a stronger military, for -1, -2 and -4, they stack, plus there's an additional -1 to -3 hit that stacks on top of that for basically the same thing ("You are weak"). Then there's a blanket modifier based on game stage, starts as +1 ("We're still settling.") and shifts to a -5 late game ("It is time to
[quote who="Frogboy" reply="64" id="3308130"]I've never seen that issue (mouse pointer line up) Could you describe how you have your video resolution for the game set up? Do you play in a window, do you have the taskbar at the bottom of the screen? I'm wondering if there is some setup that would cause that. What happens if you turn on the hardware mouse cursor?[/quote] This is what I was talking about in my number 3. It usually happens these d
Starting to get a tad annoying. Save scumming is when you circumvent normal save/load rules to gain an advantage in a normally competitive or skill-based game. The term originated in games like Rogue and Nethack and referred to the avoidance of perma-death by backing up your savefile and restoring it after you die (it's normally deleted by the game). It's a form of cheating, which is why it's obviously derogatory. Using the normal save and reload system provided by a game is not "
I've been trying them against every monster I can find, it's both not preventing anything I can find from entering it's border or preventing anything from destroying improvements in that border. The xml still lacks any gamemodifier for them. Placeholders are fine in beta, but it's not beta anymore, these should have been removed by now, or made to work.
"My Lord, thanks to the progress of technology, units across the world can now equip 4 accessories instead of 3!" Uh units can use 4 accessories from the start. This even sets the value to 4, it doesn't add 1, so it currently does nothing.
I assumed this was related to the AI deciding to declare war on me before I issued the NAP with the wonky way the game handles AI turns, but they actually just always ignore NAPs and Tribute treaties and will declare war on you whenever they want.
I think it's relevant and I see a way to make it work. Basically everyone could start in a bubble big enough to hold maybe 3-4 cities, everywhere else on the map could be something like a giant wildland that can't be conquered. You can settle in it without doing anything special, but monsters could constantly spawn in this area and group up to attack any units or cities inside it, perhaps increasing in strength the further one invades. So you could expand into this area, but you'd
1/2/3. Noticed all those myself, except for the stacks of doom. I've been playing on challenging and expert all week and have not once had my cities attacked by an AI player. Occasionally they send a few feeble troops to take an outpost, but I can usually kill them with a single well equipped unit. They declare war constantly, never make peace, but never attack and I can usually wipe out their entire civilization with ease. 7. I believe that is fixed in 1.20. Monsters are probably
[quote who="nDervish" reply="24" id="3307292"] Not really the same thing at all, IMO. FE's non-contiguous penalty is a flat amount of unrest, regardless of whether the settlement is separated from the rest of your empire by one square or by half the map. In the more typical model, it's all too easy for a large empire to end up with outlying settlements which are fully-connected with both roads and contiguous territory all the way back to the capital that have +50% unr
I quick-save before every significant battle and will reload without question if a champ gets injured. So... ya. I don't see why they'd think I'd accept an annoying to remove debuff when it takes 5 seconds to avoid.
1. Autoresolve. Last unit in the stack always takes every single attack from the enemy, and a huge number of traits/skills/whatever are completely ignored. 2. Reloading and Ctrl-N. Chews up memory and starts breaking visuals, probably leads to crashes if those symptoms are ignored. Stuff isn't unloading properly, doing much of either requires a game restart to clear it and get the game running smoothly again. 3. Pathfinding. What everyone else said, but also the extreme di
[quote who="Ken Ihrig" reply="13" id="3307119"] I'm surprised people are concerned about pathing issues since it has such an easy workaround i.e. move your unit slowly. This works like 99% of the time... [/quote] Not even close. There are so many glitchy areas on the map where it's nearly impossible to select the right tile for unit movement and accidentally clicking on the wrong pixel somehow sends a unit on a long path in the opposite direction. It
I don't think the tactical AI is good enough where that would actually be an improvement. I've set a few battles to auto-play and watched the AI control my units, and pretty much every time I *facepalm*ed and had to reload the save. There's just no intelligence or awareness there at all, it's like every action is simply weighted without any regard for circumstance. One enemy unit left, 5 health, a sov with a good bow and no spell power, instead of shooting it the sov instead d
[quote who="Kongdej" reply="2" id="3307067"]You learn pretty quickly that you can almost never use auto resolve reliably to win anything, unless the enemy have some nasty ability that auto-resolve don't know about.[/quote] It's actually quite the opposite, to an easily exploitable extent. If you do the actual battle enemies tend to target the weakest unit, and against ranged units this means your back line squishies are probably going to take a lot of damage, you might even lo
Ya it's pretty bad, you'll also notice only the last unit in a stack ever takes damage. Some champions occasionally use specific spells, but it doesn't seem very consistent. Needs a ton of work.
I really don't even tend to fill out a full stack, I rarely get that much crystal. I use summons before tough autobattles so they get killed instead of a valuable unit, since the autobattle is horrible and only the last unit in a stack ever takes damage. The earth elemental is always useful in that way, even late game. But ya, I think other than as damage-sinks they tend to suck, maybe rather than giving them special army slots just have most units without weapons (monsters, summons, beas
What is the point of this suggestion? Do you feel these units don't warrant the use of an army slot as is (too weak)? Maybe they should just be made stronger instead, or you could switch to summoning them in battle only.
[quote who="Kongdej" reply="1" id="3306945"]what's wrong with using Calvary[/quote] That one has a surprising meaning actually. If they need help spotting those typos though then we may have found the problem. [e digicons]:P[/e]
[quote who="Frogboy" reply="11" id="3306534"]In the upcoming expansion, the "Faction prestige" thing is going away. Instead, city growth will depend entirely on available food and unrest. The more cities you have, the more unrest you get.[/quote] I can live with that. Not the most exciting method, but it's proven. Just curious why we have to wait for the expansion for that though? [quote who="nDervish" reply="14" id="3306789"] The lack of any "Cities are far fro
You can edit the text after creation. Custom factions (and sovs) are stored as fairly easy to read and understand XML files under "Documents/My Games/Fallen Enchantress" (for Vista anyway, probably similar for 7/8). You might have to start a new game to see the changes. I mean the issue you reported should certainly be fixed, but for now there's at least a way to salvage any races inadvertently mucked up by it without recreating them from scratch.
Do you mean you see the background but no sov in it? I have seen that before, seems totally random, and often I will see for example their mount but not the rider. Anyway I started another game and got the same problem with the same custom sov. It's basically a Ceresa clone with clumsy and Procipinee's Crown added on, everything else is pretty much the same (except appearance), she leads Resoln not a custom faction. I've played against this leader multiple times befor
I never change it from low, ever. I also use Cruel on most custom sovs. Basically by the time I get my major cities all at 0%, I'm earning more than enough gold and research and don't feel like crippling the "setup speed" of the newer cities I've dropped. It's something I might think about raising once the map is 100% settled, I'm deep in war, and my cities are all maxed out , but I never get to that point since I usually win (or feel like I have) long before then. <p