the same cost for a settlement as an outpost thing is definitely out of balance. I am partial to the idea of having scouts "plant" outposts which are then queued at the nearest city (to be built the same way that resources are). Leave pioneers as exclusively for building new settlements.
sweatyboatman
@Leeovold: at the top of the forum page on the right is a button that says "Create Post". click on that.
Judging by how devastating darkling shamans and dark wizards are, the world would be far more deadly if the high HP mobs also had high lethality spells. And I say, go for it! [e digicons]}:)[/e]
Me: "What does coal stones do? Well these are darklings so it can't be that bad." My army: AAAAAAAAAAAAAAAAAAAAAAAAAAARrrrrrrrrrgh
I read the review and I missed that reference. you probably should have quoted that bit in your comment. otherwise it sounds like you're referring to the bit quoted by the OP. It is weird that he would call that WoM a "hit".
oh no! Brad's training the AI to use secret tunnels!
[quote who="Kantok" reply="1" id="3290652"]Nice review though I'm not so sure that WOM was much of a "hit" for you guys..[/quote] He was probably referring to SoASE or GalCiv2.
[quote who="Kantok" reply="1" id="3290085"]Really, there should be an option to tell the unit to leave right in the unit window when you select a foreign unit that is in your territory[/quote] That's a great idea.
this is a known bug/feature/ [e digicons]:dog:[/e] and its been this way since the beta. At this point, I doubt they're going to fix it because it appears that it might require a significant rewrite of the initiative system. Tiudjy's formulation makes the most sense to explain what's going on here: Think of initiative as filling up a power-meter that when it reaches a certain point awards the unit a movement. Let's say the threshold is 100, and you
[quote who="feelotraveller" reply="27" id="3289580"] I stand by my comments that major bugs like this should be eliminated in beta phase and never make it into a released game.[/quote] That's not a very controversial stance. And yet major label games are released with major bugs every day. This is an indie game with a tenth of the budget and ten times the ambition.
My point wasn't that the AI is incompetent just that it's ability to play the game would improve to compensate for losing the advantages it gets from bugs in 1.02. [quote who="Frogboy" reply="7" id="3289575"]significant improvements in the AI for v1.1[/quote] That's what I want to hear! [e digicons]:digichet:[/e]
In my games, the AI loves catapults. Thanks to the research bug it gets them ridiculously early. Of course it has not idea how to use them properly (fun thing I did a couple games ago, was take a high defense golem and walk it over to whack the catapult. the AI would surround the golem, and then the catapult would obliterate the AI's units. works every time.) But there are no high level units because the AI doesn't know how to make units for itself and
hooray stamps! would've liked more creatures and monsters in the DLC, but I'll take stamps. and besides, you guys gave me FE for free!
The FE DLC page asked me to login, but that doesn't do anything. You have to log in on the stardock store page to get it to recognize you.
fire shrills are total dicks! no christmas cards for them either! [e digicons]XD[/e]
Hopefully, alongside the fixes for these bugs 1.1 will also introduce a more competent AI.
on the other hand, before you get archers their static blast makes them really annoying.
I don't really think this is really an issue anymore, in the sense that I don't think it impedes enjoyment of the game as much as some of the bigger bugs (like instant-build on load and AI tech-trading). There's a lot of info in FE and a lot going on, it can be overwhelming, but it's much better than when this post was written. For one thing, city specialization between Cities/Conclave/Fortress is a new mechanic and directly addresses this criticism. Since
[quote who="Derek Paxton" reply="25" id="3289179"] It has been tracked down and fixed. The fix will be be in patch 1.1. [/quote] Yay! [e digicons]:thumbsup:[/e] And there was much rejoicing!
something wrong with the way the code interprets multiple quotes from the same post. If you edit your post and take out the details on the 2nd/3rd... quotes (so the bbcode should just be (quote)...(/quote) -- use brackets instead of parens ) it should work.
[quote who="rlane48" reply="14" id="3287665"]Does it make a difference what kind of save you are loading from?[/quote] Nobody knows. I am just trying to get as much info out there about this bug as possible. I am pretty sure I had this problem loading from a Quicksave and a manual saves. It occurs to me that Autosaves might be safe because they're made before your turn starts. Though it probably doesn't matter at all. You have mods enabl
[quote who="Piglet007" reply="3" id="3287631"] Oh yeah. Believe me I seriously considered that. However, I was already at like turn 300+ and winning handily. It just seemed such a waste to restart. Plus I had already had the "Syndicate Responds" world event and wasted like 30 turns running my armies around my territory killing those yoyos so I guess I was kind of invested in the game at that point. [/quote] There's a thread (one of the monsters are cheating [e dig
there's a research option in the Magic tree that gives you "Dispel Enchantment" (not sure the name, but I think it's at the same level as Heroes). Cast that on your cursed city.
I think the initiative bar on the left side of the screen is partly responsible for the vagueness of our understanding of initiative (though, once again, Tuidjy has deduced a reasonable theory) Every time I go into a tactical battle, I think, there has got to be a better way to display the information of the order of turns. Also, every other battle the information there is misleading or flat out wrong. One simple thing I think they could do is notify the player when the