Ultimately, this is a great idea - for a different 4X strategy game. War of Magic II, cough cough?
davrovana
I have had this problem, but there is a workaround. Restart the game(or your computer if this doesn't work). The crash will eventually go away. On my rig, once I can save without crash, I can go an entire play session w/o crash. Sometimes I have to re-start the game several times which is very annoying, but I always am able to get back to playing. Fix would be nice on this...
I think each turn being a season makes the pace too fast for seasonal changes (maybe you were saying that too?) I mean, a graphic transition every turn? I think that'd be a pace-killer, and lower end systems (like mine) would have to wait even longer between turns, as the graphics chug by. If the seasons could last longer than a turn, I think the effect would be much better. That said, random events being tied to season is a fine idea. Or, strategic bonuses based on
Where are these 30 initiative units? Only monsters have 30 initiative, and they can't wear equipment. Only way to get 30 initiative is to add up wargs, haste, tactician bonuses, and the Quick trait (or sword/dagger bonuses) Right? Getting to 30 initiative takes some time, effort, and resources. Units with high encumbrance can pile these on, too. So what I am saying, is, with strategic planning the system isn't too punishing to encumbered units. Those
I don't think it's a good idea- because it would require an overhaul of balance. I think it's fine the way it is. Even 1 initiative can make a big difference, once spells like haste and slow start getting thrown around. Perhaps if mounted units had a (non-ranged) dodge cap, that would be up your alley?
SCampb29- Have the 'dance with dragons' research completed and get a Dragon Cave in your Zone of Control. You can then build a Storm Dragon Camp (if you are kingdom) or Fell Dragon Camp (if Empire). When completed, you get one dragon of your faction type. Temple Of The Dragon grants 3 Ashwake dragons over time. The dragon eye quest will reward you with a level 1 Ashwake, if you can beat the final battle...
Elder Scrolls games have difficulty sliders.
Now I get it- willie sanderson is just one of the forum trolls.
Well if the hero system is the problem, Legendary Heroes may be the solution.
Willie- Frogboy asked soon enough after 1.2 was released that 100 games was just not possible. No one here is complaining - we were ASKED if we noticed a difference, and I tried to give good details. I have no doubt that frogboy realizes my perspective is limited - he sees it from the code side, and is just trying to get a sense of what we as players are noticing of his changes. Could my impressions constitute poor representations of the average game experience? I am sure frog
sjaminei- Let me see if I am understanding you. Basically, strong melee troops aren't part of your strategy - you're relying on 2-3 strong champions surrounded by ranged units to make your stacks, with throwaway spearmen being churned out the whole time?
Um...Map Pack Spoiler Alert, sort of. I have sighted (on the map Dust Bowl) an AI transport, in water, with units on board. In later turns, it was gone. So yes, it moved units over the sea at least once. In the same game, Gilden invaded one of of my custom Quendar opponents, and due to 1.) the serpentine land route required for land invasion and 2.) Me never see a single troop march along that route, and 3.) A landing spot right next to the first conquered
So I feel like I'm really starting to get good at this game (might just be a feeling), and I can beat the AI on expert most of the time, barring awful starting location. I am now having some trouble with ridiculous (it seems like quite a jump from expert with its HP bonuses!). So from those who have mastered the game, was just wondering how you reliably win WITHOUT EXPLOITS (Altar hero loop etc). In the first 100 turns, I find: -First priority
This is good news news - after 300 hours or so, the AI's predictability is starting to get a little stale for me. This is going to reinvigorate the game, I suspect. And if the AI is more likely to go for Spell of Making, well, that's guaranteed to make things more interesting. Thanks for continuing to work on FE - looking forward to hear more about LH.
I love the idea of neutral cities, and refugee units. On the refugees: some quests already acknowledge the idea of roaming people and refugees, could be more interesting if refugee units auto-spawn from conquered cities, and talking to them had a chance of initiating a quest. Or you could pay them gold or influence to become pioneers. As far as new monster lairs, I like the idea of monsters making new lairs, or new lairs spawning over time - but not necessarily as an alt
Luraz- What world and AI difficulty are you playing on?
Piglet's ideas are sound. One more alternative: one high level caster with strong spell damage bonuses could likely kill the dark wizard with a single flame dart - but he'd have to do enough damage to one-hit the dark wizard, or despair would follow.
The spell is despair, which you can get yourself via a scroll. It transfers double the caster's level in HP from each unit, halved if they resist. Armies are fodder for the Dark Wizard. Fight the Dark Wizard with one tough champion who can survive one hit from despair. Get in melee range, he's a teddy bear. Or kill him with a strategic spell, vetrar's howl/tidal wave/falling star etc. Or combo of both.
Thanks.
I have gotten this reward two times from a random event quest, I can also confirm it does not work as intended - occupation penalties still appear for conquered cities.
On roads: If you play as Mancers, their pioneers build roads, and road building is a trait you can give to any customized unit for no labor cost.
What I have noticed since v1.2: Good: -AI is much better at army construction. In 1.2 I have seen full stacks sent my way, with good balance between archers and melee units. This alone has made wars with the AI far more interesting. -AI puts its champions into stacks far more often, killing lone champions used to be commonplace, now it is rare -AI seems much more ready for war when it attacks now, after war declaration AI attacks with
What does AAR stand for?
Putting all those wolf pelts, skath fins, demon horns, drake teeth etc. to work in items instead of just cashing them in might be interesting, too. Wouldn't it be interesting if you could also craft MOUNTS? Hmmm...if you have a friendly dragon or skath or harridan, you can begin breeding them? Mounts and items are just about the only game objects you can't rename, hope crafting allows custom names.
Make it a goodie hut that spawns near the center of the map. Once a quest is completed, spawn a "master enchanter hut" resource square. Players can fight over control of the resource, and when a player has it under control, items can be crafted for crystal/gold.