[quote who="scifi1950" reply="11" id="3307398"][quote who="Frogboy" reply="8" id="3307374"]Quoting Heavenfall, reply 1 1) When a city gets attacked twice in one turn, sometimes it will lack all its militia defense the second time around. On #1 that is by design. This would make sense if it was tied to population. A larger city would probably be able to recruit additional militia several times before they ran out, although the units should probably
Nibelung44
#1 you mean we are expected to send a levee to trigger the militias and then do our real attack without city defence? This sounds like a loophole.
1. Open road costs, speed bonus etc. to modding. 2. propose a new order 'sentry' that is acting as Guard but awake the unit if an enemy can reach it the next turn. 3. Allow to move through allies units and even stack in same tile as them. 4. Allow visual cues on what are the move left (down to fractions), and as Sweatyboatman says, track each unit move points (don't reduce them because another unit in stack has used its move) 5. as in Gal Civ,
Perhaps auto-resolve should stop using the algorithm it has and proceed as if a tactical battle take place, only without any graphic update and at the fastest speed possible. For the player vs AI at least, I can understand this would slow down AI processing otherwise, but for the player, I believe that would be ok. At worst, just add a progress bar if in this case AR needs 5 seconds. Last, there must be a checkbox in player vs AI auto resolve wher
Instead of the 50% stated
I see. You know, I really think that Kael and Brad should ask the community for the list of small things like that. There are several such problems and they stay patch after patch, a pity really.
Hi, Title says all. I don't think this is very optimal that a AI level 3 city finds itself without a logging camp. I just captured it and this was the first building I ordered. Workshop has been built, but not the mason also. Please Brad, do something :)
[quote who="Kongdej" reply="7" id="3306963"] Quoting Heavenfall, reply 5What is the difference between deleting it and hiding it? Heavenfall is right though, if you delete the units, you keep them in your documents folder for future games, the only advantage of hiding the units is you can retrace them from "show hidden units". If you want to be completely rid of a custom units in a game, you will have to locate it in your documents folder and delete it by hand.... (
Generally speaking, summons can hold their own in the early/medium game, but once units with 5+ soldiers and weapons with 15+ damages appear (which is quite easy to get), they are not worth much.
I had it in vanilla and once it finished, almost spontaneously...
Related question, is it possible to edit a file somewhere so that a troop you designed is 'hide-able' and not just deletable? Perhaps moving their definition to the file where the vanilla troops are defined?
My point ;)
Hi, I find myself using 95% of the time low tax rate, except at the very start and then in some very rare circumstances in the end game. Is it the same for you? If yes, don't you think it means the tax rate should be modified so there are several viable choices? In my own mod, I added a 5% unrest reduction, nation wide, when you build the palace. It helps move to medium tax rate, even if it means the less developed towns suffer slightly.
I confirm I had also some suspicious mix up, when trying to add custom factions. Problem is that these mix up don't occur in a reproducible way.
Create a trade route between the captial cities of the two factions. Calvary Slave Calvalry
Not too sure here, can you provide an example using that? Then I can see if it works in FE :)
The last mission indicate : 'have the blade' but I wear it all time, so? Should I return somewhere with it?
thanks, a cookie for you (I mean karma!) :)
I need some confirmations here. Damages from staves (or the magic damage of a weapon) are armor negating, right? For example even a crappy 6-damage fire staff seems to not care about the armor of some plated knight, so I tend to think armor is ignored all together. Second, these damages even if magical can hit magical immune creatures. I'm rather sure about that... Last, are these damages correctly factored with resistances and such? i.e will they be magnified if t
Run the EXE with the cheat command, then displace a bit the caravan on the road with CTRL-T.
I'm not too sure Drusus. I often play boardgames and usually I do that. If I'm the strongest, I go against the second (the strongest behind me). If I'm not, I try to kill and absorb the weakest, to be stronger.
I join the choir here. I still want to create eventually large empires with many cities, but right now pioneer are just too cheap, or there is not enough drawback in founding cities. Now the problem is that outpost also require the same unit. I would propose leave the price as is for pioneer, but have villages cost 5 gilder a turn perhaps, to slow down too fast spamming. Thanks for the update notes. I like that monsters don't salt the land, still it means th
I believe the fundamental is original and fun, i.e you can have them escort champions (henchmen!) and they don't eat on the champion XP. Problem is that currently they are just too OP because they can do everything and do it well. You don't want them to be the alpha and omega, they must fill a role (provide some abilities to an army) but regular units should still keep a role (tougher and strike harder when undamaged) whereas the henchmen can provide a few
Thanks Heavenfall, I'll test your file. You can't always get rid of random names by the way: if you create custom factions, their empire will draw upon the RNG.
Let's keep our fingers crossed that DLCs will propose weird races.