One of the outpost upgrade options increases the defense it in the "city it's attached to". But what if all of you cities have overlapping borders making them all effectively attached to each other? Would the defense bonus apply to all cities under this scenario, or just the closest city to the outpost?
Borg999
[quote who="sjaminei" reply="2" id="3312637"]Use it near magic shards, rivers, prestigious locations and dragon lairs (3 essence baby!). Also count squares depending on your map size. I think it's 4-7 or something. It's easy to find good spots if you know what to look for [/quote] Thanks for the info! I'll give it another try. Although IMO, for such a high manna cost, it should create settleable land in a larger variety of locations.
I agree. In it's current form, BOT is a useless waste of manna. I tried it twice with no beneficial effect, never used it again.
Yea good points. But I guess the ability to save before each battle would negate the "threat" of permadeath anyway.
Well sure, that's what I plan. [e digicons]:thumbsup:[/e] But it seems like diplomacy took a step backward from where it was...
In another thread, someone mentioned that a sovereign's ability to be endlessly resurrected reduces the risk/tension in the game. I agree with this, but I also don't want one mistake ending the game, so I suggest three lives...just like the 80's arcade quarter munchers. [e digicons]:grin:[/e] And hereo's should only get one life, although they could be resurrected if the sovereign had such a spell available.
I just started my first 1.2 game last night. Very ealy in the game I came across an AI with a power rating of 12 were I had a rating of 30. I checked to see the terms of a trade traety and also saw that the AI expected me to pay for a non agression pact. In every other FE game I've played so far, it's the weaker faction that has to shell out gildar for a NAP. Maybe this is a bug?
Even with the 1.2 changes, the process of winning remains the same. It's still pretty much build up your army ASAP and defeat your enemy before he can do it to you. I remember a lot of discussion in GC2 about strategy and tactics. I realize we're going through a "bug reporting" phase with FE, but still, I don't see much of it here.
[quote who="Nibelung44" reply="2" id="3311376"]Lets start with a THANKS! before criticizing! [/quote] Yes, where are my manners. [e digicons]:blush:[/e] Thanks for the update SD! [e digicons]:thumbsup:[/e]
IMO, Increasing the pioneer cost will just delay the pioneer spamming until the mid to late game. Instead of increasing build cost, I think reducing/temporarily halting city population would work better. Also, growth of gilder, manna and production are dependant on the number of cities/outposts, so slowing down city spamming would slow the game over all. Which is fine, except that the total number of turns has been reduced from 1,000 to 800.
[quote who="coyote303" reply="16" id="3311327"]Interesting. I had a reply all set to go shortly after this was first posted. Then I looked again, and I concluded everything the OP was saying was said tongue-in-cheek in order make the point that manual road building wasn't micromanagement any more than any other aspect of the game he was supposedly "attacking." [/quote] Yea, I thought this was real. Serves me right for taking people seriously. [e digicons]<_<[/e] <
I've been playing with 1.12 for a while, and last night is the first time I experienced it. If there is a body of water nearby, my sovereign appears there and I can't get out of the water. I wasn't able to get a screen shot. Hopefully this has been reported by others and fixed in 1.20
Streamlining some repetitive task, yea I agree that would be a good thing. But I like customizing units and micromanaging, and I don't care for RTS games. I would also like to see some buildings be more powerful/relevant. Adventurer's guild right now is pretty usless, and Erog's tower is very underpowered for a "world wonder".
Some general advice that helped me when I was new here... 1. spam pioneers 2. spam leather spearmen 3. Swallow your pride, and start on novice difficulty. [e digicons]:thumbsup:[/e]
In my current game 1.12 game with the Stormworld mod (on "normal' difficulty), I was steamrolling one AI's factions cities as quickly as I could without leaving militia or other units there to guard the newly conquered cities. The AI sovereign and his stack left a city from the far west that I hadn't reached yet, and just stood outside one of its former undefended cities without reclaiming it for many turns (which it coud have easily done). I don't kn
The tribute system is pathetic too. I'll always accept free money, but what's the point of a one time tribute payment of 25 (or less) gildar? It's barely worth my time, and doesn't motivate me not to attack the AI.
Except for some pesky bugs, FE is a great game. All I want is a greater variety of content, especially magic items, so I don't end up with half a dozen of the same item during one game. IMO, something like Stormworld is what you should "reach for". Heck, take Stormworld, pay the creators for their efforts, polish it up (e.g. give the centaurs complete bodies in strategic combat), add content, and you've just made the game a lot better.
Since so many of you appreciated my post on the tidal wave spell, i thought I'd offer another idea... [e digicons]:grin:[/e] Using a company mage unit with an incendiary staff combined with the necklace and ring damage boosters is one of my favorite end game units. I only wish I could get them earlier, as the tech for 12 damage staff is at the end of th tech tree. So, for some future version of FE: I suggest an intermediary staff with 9 damage, available somewhere
[quote who="Borg999" reply="5" id="3308060"] Of course, with some spells, that approach could make them useless from another perspective (e.g. who wants to expend 2,000 mana for the volcano spell?) [/quote] Yet, another thought. Instead of having to expend 2,0000 for Kurt's volcano, why not require that it be cast within 4 tiles of a hill or mountain?..and reduce the mana cost back to 500?
Also while I'm thinking about it, Tidal wave is just about the only spell that I'm aware of, that can cause colateral damage to allied units. Even fireball doesn't have that negative effect....
[quote who="GFireflyE" reply="3" id="3308052"]I kinda thought the other way on this topic. I love how some spells are further restricted in being able to cast and wish there were more spells like that. [/quote] If all spells required very specific conditions to be cast, that would defintely "level the playing field" I think a player needs to weigh mana cost vs. effect/impact rather than conditions and/or requirements. Of course, with s
Hi, My name is borg999, and I am a save scummer. [e digicons]:grin:[/e] It all started with Civ2 when a barbarian attacked my settler....
[quote who="sjaminei" reply="1" id="3308040"]Tidal wave is insanely powerful and cheap. (40 mana last I checked) Firestorm costs a hefty 200 mana to cast, there is your main difference. Tidal waves 4 water tile requirement makes it interesting strategic wise, and counterable. (even if AI is bad at using it now) You want a spell that is essentially "water firestorm", and that is boring design. And you still have Vetrar's Howl that is similar enough to the "water firestorm" you w
You don't need a fire burning 4 tiles away to cast fireball or firestorm, so you shouldn't need to be near water to cast tidal wave. It's magic... Just like fire spells, the water in tidal wave should be able to materialize out of thin air.
Defintely spend more time with your family. That being said, what are you doing for those 40-80 hours? As the CEO, you should spend the vast majority of your time engaging in strategic planning, not the day to day operations. If you are still activity "rolling up your sleeves", you haven't delegated sufficiently. - I'm saying this assuming that SD has reach a "critical mass" where the day to day operations can run by themselves without your periodic attention.<