In the future, would it be possible to provide the ability to rotate the building with maybe the hotkey 'r' or something. (I know this is another feature, but a future expansion maybe or a pleasant surprise).
parrottmath
Yeah but the biggest problem is that the baby of them all is in charge... See it's the bear cub's army.
The civics tool tip you see with the kingdom of capitar for example says that civics allows you to build walls. You do not need civics to build walls anymore just a fortress city.
I clicked to attack ruffians, but they attacked first. Thus, I moved onto their loot pile without actually collecting the loot. I've a screenshot if you would like.
In a recent game, I've notice a group of wolves join up with a bear cub. See the pic Is this intended?
I believe that's his wife.
[quote who="joasoze" reply="20" id="3232319"]I added a savegame. Please feel free to try it.[/quote] where?
Here is the list or research technologies with broken links. Hope I got them all. Advanced Archery Animal Husbandry Arcane Apparel Arcane Armor Arcane Mastery Arcane Weapons Book of Flames Book of Frost Book of Mastery Book of Stones Book of Winds Breon's Letters Dance with Dragons Ereog's Journal Glyph Stones Heavy Armor Heroes Higher Ed
When in the research tree you click on the book with a ? and it displays the Hiergamenon entry... mostly. For example works for enchantment but does not work for say Mounted Warfare. This is but one example, I'll write them all down later for you.
You should buy a lottery ticket. Maybe you will be just as lucky. That is a problem. Try setting the land to temperate with dense resources.
Go to your documents/my games/FallenEnchantress/units and remove extra units you are not using. At least this fixed a similar problem I had.
Under the Monster section, you have a duplicate Mercanary entry. There is no difference between the entries as the screen shots show you and Also, here is the duplicate Champion entries under Game Concepts. The descriptions here are different. I recommend merging the two together and use the pictu
I don't see this problem. Could you post a screenshot.
When attacking in tactical battles the healthbar above the unit updates at the correct time, but the picture in the lower left hand corner does not. See picture
When you are starting a game and you go through the menu's you have the option for back and next. The last of these screens before you start the game should instead say "Start" or "Finish" or "Begin", to inform the user that there is no going back after you click this button.
You need to link it from somewhere else. You can use dropbox as is suggested by Frogboy.
[quote who="darklander0" reply="6" id="3231885"]My question is: What is the point of having a mayor game feature that will not be used/seen by all players?[/quote] People with slow computers can play strictly with cloth map alone allowing for better performance in the game. Especially so in late game when there is a lot of things updated visually. My hopeful wish is in an expansion that they add player produced markers (little flags) that the player can place in-game a sm
[quote who="taltamir" reply="2" id="3231566"]Where is the bandit army coming from? I like the OP's idea but it hate it when a game has super bandits coming out of nowhere... how are the bandits going to be equipped? what code is going to be put in place to prevent bandits using tech that no faction in the world has yet to discover?[/quote] Depends on how they are programmed. Here I was asking the devs for more triggers and being able to execute such a random event. I
[quote who="ins2" reply="7" id="3231360"]Derek - a quick bump to say PLEASE fix this for Beta 5 ... it is a simple fix, and it completely breaks immersion ...[/quote] I agree, except I don't think it's that simple of a fix. The waterfall is supposed to be on the cliff tiles. The problem is that the river is not finishing at a cliff to place that waterfall there, so something is going on with the random generator for the river.
[quote who="Purest Warrior" reply="14" id="3231302"]But the wheat is somehow included in the 4/2/0... Does that make sense?[/quote] This is speculation - the only one that can answer this is the developers, but this is my impression of how this is computed. The land is created first and fertile tiles are randomly placed throughout. Say one of these tiles has an initial value of say 3 / 2 / 0. Then they add improvements on the land tiles. If a wheat fie
I like this idea and if there were more triggers for random events you can do this idea that a player with a lot of gold will be extrorted. Don't pay bandit army spawns to collect, or you pay and they go away. Similar idea as to what you suggested, which I like.
I like each of these spell suggestions. Although low mana tatical spell -- are you thinking the same cost as the heal spell or a little bit more. Mimic sounds like a fun spell. I might go with Reflection to fit closer with the water theme. But then again Reflection could make a dummy duplicate of the target.
[quote who="Glowing_Ember" reply="11" id="3231273"]i mean that if i already have a city tile that has a higher food value because "wheat" or "fruit grove" is next to it, then i get even more food for harvesting that resource. How does that work then, i'm getting the bonus for the wheat and grove twice. If i have a city that gets a materials bonus becaue clay or iron is near it....[/quote] The reasoning that follows here is suppose you travel a unoccupied land (similar to the
[quote who="onomastikon" reply="17" id="3231118"]What is SSD?[/quote] Solid State Drive
[quote who="Tuidjy" reply="22" id="3231090"]I have never heard even a decent argument for having a minimum turn requirement or one against letting production overflow carry to the next project. [/quote] I don't have a decent argument, but I look at this extra time for set-up and teardown or drying of "concrete" or equivalent. The lack of product carry over is people have to start over from the beginning of the project. But I do understand your pain, but I'm unsure of the game