I like the idea regarding neutral towns (and especially neutral things like inns, camps, etc .). Sadly , playing the quest maps gives a more 'living world' feel than all of the rest of the game combined. Why are there no permanent inns & towns? Why are factions & monsters the only living things on the planet? The random map generator should
Ambermonk
Diarch, load the 1.29 patch which should solve most, if not all, of your problems. It worked for me.
[quote who="Diarch" reply="19" id="3318915"]Unplayable. Is there a fix for this yet? Or do we just wait for 1.3 ... The fact that it's a great game when it works makes it even more frustrating. [/quote] The good news is that this problem has largely been fixed. Look for patch 1.29 . It was designed by Brad (Frogboy) expressly for people like us th
I appreciate the update Brad. Good job!
Thanx for the update Brad. Your 1.29 patch has allowed my aging XP machine to get past turn 100, and I have regained use of all of my previous saves. Good job. Your efforts are appreciated.
[quote who="Frogboy" reply="7" id="3316378"]Try this build: https://dl.dropbox.com/u/8051911/FE-129frog.zip Let me know if you still have the problem. [/quote] Thanx Brad. After installing this patch I was able to get past turn 100, and all of my previous saves became usable again so I didn't have to restart the game. Your efforts are appreciated.
[quote who="GFireflyE" reply="12" id="3316684"] Quoting MarvinKosh, reply 10 Scouts I actually use quite a bit on large maps. They have the advantage of being able to move at a normal rate across much of the terrain, while heroes cannot. True, they can't pick up any loot or start any quests, but they can find places for your pioneers to run to quite quickly. And you can build as many of them as you like (bearing in mind you still have to
[quote who="halmal242" reply="11" id="3316553"]Ambermonk I attempted to add a build queue just as you suggest but could not get it to work. That is not saying it is not possible but just that it has been attempted with no success so far. I basically attempted to add that it was a cityhub tag and then limit it to level 1 while maintaining it as an outpost but changing the display name to Hamlet. [/quote] Halmal, Your
When I tried to run your patch I received this message... "This application has failed to start because libcurl.dll was not found. Re-installing the application may fix this problem." What would you suggest?
[quote who="Trojasmic" reply="3" id="3316251"] Quoting Frogboy, reply 1 I've seen some reports on this. Does it happen when you do a quicksave or is it only with autosaves? Hi Brad, When it happened to me, all my saves were corrupted: the autosave, the previous autosave, the quicksave, and even the manual save "my Tarth game". None of them worked when I tried to load so the game was lost. This happened to me t
Try going onto the cloth map which will show all of your active units , and each faction's territorial lines . this is the simplest way to check. Alternatively, if you agree to leave, you will often find that your units are moved off enemy lands immediately. And then you can always increase your trade with the other factions
[quote who="Frogboy" reply="8" id="3316165"]I've sent a note to the team about this. [/quote] Thank you. Your efforts are appreciated.
There's a problem with 1.2 that has been reported in two or three other threads with the game becoming unplayable after turn 100, but I don't believe that the devs have found the problem yet. I myself have been forced to stop playing until a solution can be found. [e digicons]:puke:[/e]
[quote who="cparkin01" reply="17" id="3315552"]I've seen this 3 times now and each time I found a unit running on autopath from one place to another farther away on a map but gets stuck running against a 'friendly' structure or town that the unit should have pathed around. If you select the unit and get it to stay still (animated running action but not moving anywhere when you find it) then end the turn the game continued for me each time. [/quote] <span style=
[quote who="Boogeytroll" reply="7" id="3313467"]The current UI is quite an annoying mess at times. If there are development resources left for the game I'd allocate first priority to fixing the UI. I know, I know, everyone at the forums thinks it's balance or fixing gameplay paths or such thats most needed.. but no. It's just the power gamers that want that, the casual gamer needs first a good UI before they even can know of the game under it is any good.[/quote] <span sty
I've reloaded my game numerous times (after move 100) and I am sorry to say that it crashes 100% of the time - no matter how many times I reload the game, and all previous saved games (which previously worked) will no longer work either.
I like your idea Darxim. It's a nice addition to my original concept. Here's another idea: Since an outpost is really just a very small city, why not treat it like one in the game mechanics? For example, each city would have its own build and train options. Most of the things that you could currently add as outpost upgrades
What about transferring 'outpost creation' to a new unit? I would like to suggest the following unit (or at least be able to create it for myself)... Engineer , who can do 3 things.. 1] Build multiple outposts 2] Build roads <span style="font-size:
[quote who="mqpiffle" reply="8" id="3314761"]Seriously Frogboy? You have city improvements, magic (shards, crystal, and spells), and champion abilities that you can tweak. Figure the UI out! [It is all about the UI] [/quote] Fix the UI and the crashes!!! This should be the overiding priority before everything else. Everything else. I suspect t
I have the same problem. I have been forced to stop playing FE until they fix the patch - no choice. [e digicons]:puke:[/e] [e digicons]XO[/e] [e digicons]:puke:[/e] [e digicons]:S[/e]
For me (on 1.2) when I press [enter] the game crashes. This has occured just as I passed the 100 turn mark. I even received a note from Microsoft asking for the details! Unless someone knows a work-around for the 100-move crash, I will apparently have to stop playing until the 1.2 upgrade antidote is relesed.
I hope that the entire tactical combat module will get some much-needed love in a future upgrade.
I generally like the idea of using population to build Pioneers, but that is only half the problem. The ratio of vertical development vs horizontal development is what needs additional tuning. While horizontal development needs to be somewhat constrained, vertical development needs to be significantly encouraged. My favorite parts of the game are exploration and expansion, and not so much faction f
I have my auto saves set to 'every other turn.' It's the only way to be sure.
[quote who="nikolaypavlov" reply="2" id="3313256"]Wild lands are also a major disappointment. You seldom get any meaningful reward out of it. Much better rewards would be: unique, very powerful artifacts; unique spells, which otherwise would cost huge amount of research, or which are simply not obtainable otherwise; powerful allies; huge treasures of gold, crystal, mana. The reward should be a game changer and allow even a weak player to stand up against the most powerful on