[quote who="Kongdej" reply="6" id="3284318"]And not only on turn 1 as far as I am concerned (I sometimes forget to set research, and the game just ignores me and my research produced for forgetting )[/quote] Yes...I would not mind the game auto-targeted Civics as a standar... The faction with civics already, then autotarget the next one. Or an annoying pop-up to make you pick a tech to research...
SOLOSOL
I think the same than above. If you plan in having zero taxes for more production and research, then don't cast propaganda. About building markets and so, the same, it might be better to build other ones that will give inmediate benefits (study, workshop...). You can build markets anyway, but they will work only when you set some taxes.
Well, -10% research might mean that you will need 110 turns instead of 100 to get a research...220 instead of 200 and so. If you rely only in sov and heroes, it may be negligible (binding, beastlord, quest maps,...). But if you want full speed in research as the way to develop your empire, then better stay away from that.
[quote who="dihir" reply="47" id="3284162"]Quoting SOLOSOL, reply 46 I liked the drain life as a way to balance them, a bit vampire-like, but that fits them. So what about +1HP drain/level with each kill? It scales with the level of the unit, giving them more time to survive. And it works better vs high numbers, but is weak against one big creature But their +hp/kill is a starting bonus.[/quote] I meant +1 HP drain per l
Not that I know. The only way I found is to give movement to , for example, the next tile, so it finish the movement in the same tile that there is other unit. That way, they do not join, as each one has a determined path.
Eobet, welcome to the FE World. You are suffering the same than many players that are used to MoM/AoW, HoMM and/or Civ games. So let me tell you some things to bear in mind. The first part, is that FE is FE. It takes features from these games, and mixes it up. Sometimes it is good, sometimes not so much. Don't expect to get a new MoM, or a Civ, because you will be missing many things. On the other side, FE shows unique features, like the unit/sovereign designer, wich will
After some trying, I finally got it, and is working so fine. Thanks a lot :)
I liked the drain life as a way to balance them, a bit vampire-like, but that fits them. So what about +1HP drain/level with each kill? It scales with the level of the unit, giving them more time to survive. And it works better vs high numbers, but is weak against one big creature
Thank you Heavenfall I tried RoadBuilding_Level and it doesn't work :( I changed other bonus for the pioneer. Some worked, and other ones did not. It seems something related to RoadBuilding and RoadBuilding_Level, it seems they are not accepted for pioneers different than mancers Maybe it is not possible?
I want to add the roadbuilding trait to all faction pioneers. I used FE Editor, Units tab, and then SelectedAbilityBonusOption and added roadbuilding to all pioneer units. Just the same as the Unit_pioneer_mancer.After that, exported CoreUnits and replaced the vanilla. The problem is hat doing that, all pioneers disappeared, could not train them. Then I added the modded file to the mod folder (and restored the original backup). The same. I even added the new co
I agree with OP. Screen disappears too fast, and sometimes by mistale clicking. +1 for a "continue" button
Both ideas sound interesting. New game modes like One City Challenge or Defense from the Wildlands would be nice. And insta-raze too. 5 turns waiting is nonsense.
I think there is a city upgrade that gives +1 influence per turn
[quote who="tfmca" reply="38" id="3282985"]I'd vote for #1 but wouldn't mind if all pioneers could make roads so you could add some if needed. more flexibility is always better[/quote] I was going to post conclusions after finishing the poll, but you have advanced them... The answer comes from Mods... With the mod of Parrottmath for city snaking, players that want that feature can use it now. So a mod for giving roadbuilding to all pioneers would solve
I just wanted to give some help, up to you use it or not. Posts like this exist since I joined in beta .982, and sure that sooner. Tuidjy even made an experiment calculating how often a monster attack an AI unit or to one of his units, being both same close to the monster. Not concluyent, but he had the same impression, as he was attacked more times thant the AI, but not all the times (I think 6 times to him vs 2 to the AI, but not sure) Developers insist in that there is no preferenc
This CRASH BUG has been stated before. For now, try not to make coincide both, by changing for another research. Devs, Please Fix it.
[quote who="Kabanzai" reply="36" id="3282943"]5. [/quote] I'll take it as a vote for option 4
Me too, with beasts and loot.
I read a tactics very usefull to help your cities from wandering monsters,at least for gaining some time. You only need a unit (any). If you don't have, just rush the cheapest. When a monster is near a city, put the unit near the monster, with 1 tile between both (if you put it closer, it will attack). The next turn, the monster will probably pursuit your unit, so you repit the same step. If the monster doesn't pursuit, repit again too. That way, you can keep m
I think many players (including myself) would be gratefull if someone modded: - Roadbuilding for all pioneers. - A double option for enable/disable insta-roads, so the player may pick what he wishes. With these two mods, I think the insta-road issues would be solved for everybody, even for the Devs. Can anyone do it please?
[quote who="crimsongekko" reply="33" id="3282867"]instaroads are lame, using pioneers would be a lot better[/quote] I'll accept it as you vote for option 2 ;)
Champions have been nerfed a lot from what they used to be. Increasing group size, is not a solution, because that will cause a big disbalance with monsters. Maybe it is needed a trait like Executioner (+5 attack vs heroes) to be used in unit design. So u might design a unit specialized in hero-killing (archers, horsemen, whatever you decide), and hope that the AI will use them (or better not!!).
A city with a river passing through should be lovely
I was about to tell about the 0 mp, but I don't want the devs remove it. If anyone wants to use, should be fine. I will not, so I don't care. Long cities are ugly, and the free mp don't help to inmersion. So I will just use only what I like. The pier/loggin camp should be implemented, but with Parrottmath's mod, it is fixed, for those who want. So thank you ;) I wish someone modded roadbuilding for all pioneers. And with an option to enable/disable the instaroa
Good reading the opinions, so opposite but with sense all. I liked more the idea of human skills to use the environment into our benefit. That is a part of us. Willpower may serve to think you can ignore that, and don't use the environment or act in a different way. So ask yourself: If AI could use it, then would it be fair then? I snake cities mostly at the begining, if I find that can be usefull for resources or dominion. But I don't like the free movement. I use it in a riv