Emperorjarin

Emperorjarin

Joined Member # 3775555
28 Posts 394 Replies 9,420 Reputation

[quote who="DsRaider" reply="6" id="3163418"]From .915 log: + Marginal tile yield tiles have been removed Whatever that means.[/quote] It means you won't see any more 2/3 tiles, so neither you nor the AI can settle on poor locations. the total tile yield (food + material) must be 6 or more in order for you to be able to settle on a tile. I've seen a lot of blank "fertile" areas because of this change while playing against the easier AI.<

21 Replies 20,387 Views

[quote who="Kalin" reply="2" id="3162847"]Regarding shard beasts... I think something along the line of Amarian blood would work for them. Basically, they power up based on the number of shards you own. Fire could give attack (or fire attack), Earth could give def, Air could give initiative, Water could give HP... and nothing for Death, that would give an incentive to not turn all your shards into death ones to dirge everything. So you'd have to choose between powering them up or your spe

19 Replies 12,958 Views

It is pretty frail, but I think the quest to get it is available from turn 1 (no research required). Still should have a few more hitpoints, but not so many that a lucky quester gets a roflstomping unit before their second city.

9 Replies 7,564 Views

If henchmen are meant to use proper magic like regular champs, why are they only given weaker "adept" skills to start out with? I'm not complaining if the tome use is intended, as I'd rather enjoy a bunch of henchmen magi running around fireballing everything to death, but they're supposed to be weaker, more fragile versions of champions. Giving them access to proper spellbooks seems a bit overpowered for a unit that's supposed to be able to die (even if they don&#

2 Replies 1,989 Views

Was testing to see if magic tomes given to henchmen would suffer the same fate as horses and ranged weapons. Nope. Turns out he can use it. Now I've got a henchman fire mage! Hooray! On a semi-related note, if my henchman takes path of the mage, the tooltip for his spells are not adjusted accordingly, perhaps because they're considered abilities.

2 Replies 1,989 Views

I noticed that issue as well when I had 2 clay pits feeding into one city; the second pit isn't properly displayed in the mouseover. It'll need to get fixed eventually, but the important thing is your city receives the correct bonus.

2 Replies 1,112 Views

If they're building within your ZOC that's a bug; they shouldn't be able to do that. If, however, they're pushing back your ZOC using outposts, to the point that your outpost is enveloped in their territory, then that's intended. Beat them up for it [e digicons]}:)[/e]

5 Replies 9,822 Views

I suppose it's a little misleading, but then again, until .915, there weren't any units that could be equipped with items after they were created. In any case, the only trained units intended to gain/trade items after creation are henchmen, an Altar-specific unit that requires Heroics.

3 Replies 4,204 Views

[quote who="Glowing_Ember" reply="4" id="3162163"] Rangd weapons seem to dissapear in the blackhole that is hemchmen - i just lost a crude bow i was lucky to find as well as the lower tech ice staff, which is very frustrating. So no horses, no cloaks, and no ranged items for henchmen. [/quote] I had that same problem with a late-tier mage staff in my Altar game as well, thought it was the same bug as the cloak/horse bug. A

7 Replies 7,546 Views

Since the Juggernaut tech goes where archery would otherwise be, if you create a custom Trog faction without the No Ranged Weapons penalty, that technology never shows up in the UI as being researchable. It is instead replaced by Archery. If that's intended, there should be some way to notify new players that Trogs get either ranged weapons or Juggernauts, but not both.

2 Replies 5,874 Views

So I made a custom Altarian faction (you might want to rename Men back to Altarian, that was a bit confusing) and didn't take the Heroic trait because I didn't want it, and now that I've researched Heroes (prereq for henchmen) I find I'm unable to build any of them. I can still create new Henchmen designs, but I can't use them at all.

8 Replies 14,776 Views

[quote who="OMG_Shiro" reply="2" id="3160681"] There are suppose to be some new special summons in the upcoming patch.[/quote] I wish. They're going to be buildable units, like more powerful and useful Mercenaries. [quote]+ Added the Binding faction ability (assigned to resoln, their shard shrines summon special elementals like camps)[/quote]

4 Replies 14,169 Views

[quote quoting="post"] * There just don't seem like enough summon spells for a pure summoner mage to be a viable option.[/quote] There aren't. I've been mulling this over in my head for a while now, and with the upcoming nerf to summoning (can't have tactical and strategic summons of the same unit), I'll have to make a post addressing this. In the meantime, the Summoner profession is useful in the very early game, but that's about it.

4 Replies 14,169 Views

In theory, yes. But Brad has commented before that currently they do not give the same results and need a bit of fixing in that department. Unless there's a huge power disparity between you and what you're fighting (ie a level 7 warrior champ vs a couple mites), your safest option is to auto-play. You can always intervene if the fight starts going poorly for you that way, as well.

4 Replies 4,581 Views

[quote who="joasoze" reply="10" id="3160346"]I have hat very little problems with the Knights of Asok, but ofcourse that is due to random luck. I am not sure how strong they are and how long it takes to be able to handle them.[/quote] They're a 3-man unit with totaling 33 attack, 24 defense, and 69 hitpoints, armed with spears. A decent midgame unit, but if you're caught between one or two of them on turn one, you have to ctrl-N due to their almost Mite-like aggressivene

49 Replies 113,525 Views

I think everyone playing on the lower difficulty levels is experiencing this problem, Gammit. Lord knows I have been, and I'm actually experienced in this genre! Luckily, the problems seem to stem from NPC AI bugs that are (hopefully) being fixed next patch. For now, the only thing I can tell you is that Beginner is still a beginner setting, so you can play around on that setting without (nearly as much) fear of being wiped off the face of the earth in the first handful

31 Replies 119,169 Views

[quote who="estefaz" reply="7" id="3158987"] Getting beaten: get used to it. If you can be sure to win every game or even territorial skirmish - why play then? Everyone loses a FE-game once in a while. Try finding out what went wrong. Did you ever try to just rush into the enemies direction right from the start? Now that is fun. You either lose the game or win it, all within the first 30 turns. No matter how long it takes afterwards.[/quote] I don't think you understand why t

9 Replies 4,396 Views

I experienced this same problem when the Knights of Asok were first introduced, and I agree that they have some serious issues for how early they're running around the game. I say they should be stationary until early-mid game, when you and your troops can actually survive an encounter with these guys.

49 Replies 113,525 Views

Careful reading is overrated. [e digicons]:P[/e] But you're right, that's some buggy behavior up in thar. I personally had never seen the bugs you mentioned though, in either Rebellion or Diplomacy, though that's probably more because I only play against AI and never lose structures (turtling is fun, I swear!)

6 Replies 11,275 Views

Working as intended. When you lose the required number of labs for a tech/building/ship, you no longer benefit from the tech (or can no longer build the related building/ship). Being able to jump your starbases without the required number of labs is I believe a bug.

6 Replies 11,275 Views

This game is currently incredibly difficult due to the erratic and unpleasant behaviors of the monster AI. Luckily, this is supposedly being fixed next patch; if that holds true, then a lot of early-game insta-gibs should be resolved.

18 Replies 6,777 Views