Sean - take a look at this save . Move a unit out of New Hallas... the game bugs out, apparently because I have too many city defenders... it moves out all the city defenders and stuff, crazy. This might be a game breaker - New Hallas is starting to crank out troops and if I can't move them out or have mobility due to the bug... [e digicons]:pout:[/e] Friggin' Magnar is spamming t
AlLanMandragoran
Turn 270 - FP 167. Magnar highest at 515, lowest is Gilden at 141. Ithuane has survived to build up defenses. Created a wall via manual placement of city improvements. Have a nightwatch built and hideout, thus monsters will not attack the city and if they do, have 6 archers and 4 spearmen defenders plus the 9 units in town. Hope is now level 4, new hallas is level 3. Northern border secure, southern border fortified. The peace within Tarth's small kingdom is contrasted with the absolutely
Turn 250 - FP 154. Settled the third city named Ithuane! A brave Tarth pioneer rushed inbetween monster movements and founded. Irane then scrambled in with both heroes and best units Tarth had to offer. Irane determined the strength of the entire kingdom needed to be here since the northern city New Hallas was now a level 3 fort with 13, yes 13, city defenders plus 9 normal units. Magnar has not moved in a long time - he sees the fortifications up north and goes elsewhere. Tarth's fu
Turn 230 - FP 133. Magnar highest with 395 and Resoln lowest with 121. Nothing much has changed... wardens on southern border are working overtime to push the walking dead out of the area so Tarth can found their 3rd city. Have armor now, thus Arando is decked out in Masterwork Chain. Furthermore, since metal is not a problem, Tarth is able to make some turtle tanks in masterwork chain (if had crystal could deck them out in Champion's gear). Weak on the weapon side... but definitely will
Ya know I tried to read that 4th review and it's another language. Damnit.
[quote who="Bobchillingworth" reply="21" id="3275907"]Quoting seanw3, reply 18 Except in mods where new lairs spawn all the time and the world never ceases to have new dangers and stories. That sounds a lot like what I'm looking for- where do you download it? [/quote] Sean's Mod - https://forums.elementalgame.com/430587 . This is vanilla FE on cr
[quote who="seanw3" reply="18" id="3275888"]Quoting Bobchillingworth, reply 16The first 60 turns or so, when the world is full of lairs to explore, loot to gather & stuff to fight. Past that, and you're playing a very pared-down 4X game in a blasted wasteland. Except in mods where new lairs spawn all the time and the world never ceases to have new dangers and stories.[/quote] I second this...
The problem here is I did place the outpost next to the settleable tile but not on a diagonal... thus it was immediately incorporated into city limits. In fairness, I should have put the outpost on a diagonal and then not build anything near it to avoid it being gobbled up. However, that doesn't negate the bug exists which is unfortunate.
Turn 220 - FP 131. Magnar is highest by far at 312 and Resoln is lowest at 126. Northern border is quiet, have been unable to settle the third city... too many mobs. Wolves sacked one of my outposts down there, rebuilding. Trying to time settlement when the mobs leave... but they're not goin'. This may not work on the southern border, too crowded... we'll see how the next 10 turns go.
Bp - I have a thread posting the outpost bug here: https://forums.elementalgame.com/435722 . Recommend you start your own. I was disappointed this fix wasn't in the 1.02 changelog but oh well.
I hear ya bpalczewski. I remain optimistic I can hang in there... the world is not only punishing me, it's punishing all the factions (I like that personally). It's the only thing I can count on to give me time to develop.
Season 210 - FP 131. Still playing footsies down south trying to time the founding of the 3rd city with the monster movements... and there's a crapload of 'em, it's like an episode of Walking Dead down there. With Giant Spiders. And Wolves. And Cave Bears. Just a general nightmare of terrifying and insane proportions! There is a good city spot down there but need to go through hell to get it. <a href="https://dl.dropbox.com/u/19969679/Fallen%20Enchantress/1.01/101_MA_Tar
[quote who="Sentinemodo" reply="41" id="3274702"]loving this playthrough [/quote] Thanks. [e digicons]:grin:[/e] I was pretty damn close to calling it when I saw what was on both sides but now have a glimmer of hope (please excuse the capital pun).
Turn 200 - FP 123. Magnar is highest with 266. Just a few points behind Gilden and Resoln. Arando is campaigning in the south in preparation of founding the 3rd city. Hope is making cheap boar spear units to replace casualties from the war on the wolves and gear up for garrisoning the new city. New Hallas is finalizing a night watchman as an insurance policy against any nasty mobs up north. Magnar is quiet... although he keeps spamming that curse to nuke my defender hp's. That will be a s
Derek - also please note what happens if I raze the outpost. The tile becomes unusable and it leaves the upgrade graphics in the tile. It actually looks kind of cool but I've lost the use of those 4 tiles. In addition, because of this gobble bug I can't place an outpost near New Hallas that is functional...
Turn 190 - FP 100. Magnar highest at 238. Closing the gap with Gilden and Resoln whom are both a little over 120. Pushed the northern boundary out a bit with a town hall. Now have blacksmithing, thus the cheap spear units can use boar spears. Hope is making 4 man spear units and New Hallas is further upgrading defenses/economy. Believe in the next 10 turns will swing south again to campaign for the 3rd settlement. Lots of baddies down there... Magnar has a nice stack in Curgen's hold
Derek - playing Sean's mod but this is a vanilla issue. Please note the outpost is within city walls and a warden and armory are built. Note, however, the warden and outpost are not upgraded anymore. Furthermore, it will allow me to build them again but the point is moot - the outpost is now worthless since building anything in them will just disappear. Also confirmed they do not exist as my units in the city do not have the armory buff. <img src="https://dl.dropbox.com/u/19969679
Turn 180 - FP 92. Magnar highest with 230. Progressing south towards next available settling spot, making outposts and upgrading to wardens along the way in order to scare off the baddies. There are 3 lairs close by making very scary stuff - wolves, spiders, and martyrs. Irane stayed up north to guard against Magnar - the tank Arando is leading an army south to do battle with any wandering wolves. Too soon to tell whether the outpost warden/approach will work... New Hallas is continuing to up
Turn 178 - things have gotten much worse on the southern border... spiders, and wolves, and martyrs, oh my!
Turn 170 - FP 87. Magnar highest at 224. Next lowest is Resoln at 103... catching up. For the first time in ages, Irane is feeling optimistic. New Hallas is defended, borders are under control, both cities are growing. Hope is now level 3 - and starting to crank out cheap 4 man spear units. One downside... Magnar is spamming the hp curse on both cities which will be absolutely devastating over time. The next 10 turns will focus on keeping the defenses up north, Irane will focus on expanding T
Sean - may want to look at Weakspot trait. Just had a battle where I used the ability via Irane and for some reason the AI opponents just sat there defending while my archers took them out. I can't confirm 100% the trait caused the behavior but in prior battles the AI moved forward... this was the first time I used the trait.
First serious test of Tarth defenses at New Hallas. Victory!
Well this is pretty neat (cough, bug). Have two city archers having a picnic on the hills surrounding the city (bottom left hand corner).
Turn 163 - one of the bandit hordes decided they could loot New Hallas... defenses will be tested. Here we go! Please note already used a few archer units to soften up one of their archers. I have no idea whether those barricades out front are vanilla or something Sean and Werewindlfr added but love 'em!