Bummer, thanks.
abob101
Ok probably being asked before but.... Is there an option for Trinity owners to buy Rebellion at a reduced price? Can't see it anywhere and I thought/hoped there would be. Thanks.
What diplomacy improvements are we looking for though? I think it would help if we gave specific feedback. I can think of a few things.... 1) A diplomacy/treaty summary screen ala GalCiv2 ( https://www.galciv2.com/darkavatar/screenshots/final/index.28.jpg ) 2) The option to close borders to a faction (possibly at the cost of a relationship penalty) 3) AI being smart enough to un
That is indeed, very awesome. Would be well cool to have monsters capture cities and they become "Wildland" owned.
I get this too, it's absolutely frustrating [e digicons]XO[/e]
[quote]- The recruiting resources, Wild Dragons, Knights of Asok, etc, all have a rarity value of 0 ?[/quote] I believe that means they have zero chance of appearing on the map at the start. These resources appear (are "dropped") when you clear the relevant Lair, e.g. Ogre Lair, whatever the Knights of Asok Lair is called etc.
Intresting... I'm doing a lot of modding at the moment, and have spend quite a bit of time watching the AI in early stages to see if they have been constructing my custom improvements, using my new spells etc. They seem to start out reasonably ok... they always seem to get into building something fairly quickly. So i'm rather suprised to see this. I tend to run on Challenging AI is about the only signficant difference I can see. I'll do a similar te
[quote who="kwm1800" reply="4" id="3364057"]You are confused. The stuffs that existed on FE and still available in LH will work, thus some mods can be updated for LH. But none of 'new' features such as skilltree won't be moddable, and Stardock made it clear they have no intention to support mod in viable future.[/quote] Eh? You can mod the skill tree. There's some limitations but you can mod it. Of course it would be useful to have an
@ GFireflyE I like that curve. But the way you have the bottom 2... with only 3% difference between Free Spirited and Low I don't think you'd ever use Free Spirited.
Yeah with the limited cap units (Asok etc) the fact that you can't control when you want to train them is why I make them free (plus the fact that you have to go kill them, take their lair then build an improvement to get them). Ideally there would be a train button on the camp so you can choose when to produce them.
Been a problem for ages, I mod them to cost zero upkeep same as Ogres. It would be good to see it done in the core game though.
Guys does anyone know if it's possible to use the City Level in a GameModifier expression in improvements? So i'd like to have an improvment that grants say +1 gildar per City Level? I can see the onse that let you use the TileYield but can't find any examples that use City Level :-( Cheers.
@DsRaider - good suggestions.... agree with all of them.
[quote] I definitely agree that most tactical battles are decided on the first turn and are over far too quickly for many game mechanics to have any worthwhile effect. [/quote] Yep this statement pretty much sums it up. In FE because units start further away, you at least have a bit of an opportunity to get some tactiacl spells in (buffs etc). Starting so close in LH compounds the issue. Some good points here
Yep agree with mqpiffle, it's good but still WIP, hold off a bit.
Me thinks DsRaider and Spitzvogel are making excellent points here. Impulsive and Charge are clearly overpowered. It's worse when you get them from Fortresses. I think it would be great to see less 1 short kills. So whatever the best way to achieve that is... making scaling back weapon damage I dunno.
[quote] 1. Border colors should have two colors like the city-states in Civ V so that they don't look so similar. For example, Pariden should blue and white. Resoln should be blue and black. +1 to this! Some faction colors are too similar now. [/quote] yes, pls another +1 to this. When you have 1
Yeah that's what i'm doing at the moment as my work around, not ideal but gets the job done. Was wondering if i'd overlooked something obvious in terms of getting it to happen automagically. Thanks for the response.
https://forums.elementalgame.com/441387 Look under "Balance"
Agree with the OP. [quote] I think having generic Mage traits that vary what they give based on what actual elements you have access to is a great idea, helps differentiate multiple Mages from each other. [/quote] Yep this. What we have now is a weird mish mash. You select "water mage" when creating a sov... then you after a few level ups you can choose "Pyromancy"... what the? (Away from my game PC, that's p
Well to answer your question, don't buy it... FE is still a solid game and great value at $40 so just play that. When a game comes out on the Xbox or PS3 it costs twice that (at least where I leave) and you'll get more gaming hours out of FE that a lot of xbox titles.
[quote] Still skeptical over the elimination of Influence. [/quote] Same here :-( I actually thought Influnece was/is a neat idea (same as Prestige), and would have preferred to see the concept expanded . Kael said is was a case of go big or go home with Influence, i'd have rather they went big with it. Looking forward to seeing how LH plays with the change in resources. </p
I get that error and crash if I lock my screen. Don't know what to do about it but just thought i'd let you know you're not alone!
Yes agreed Darkim, good post. One thing I noticed recently with regard to tactical, if you take your noob sov and a couple of meathshields like militia into combat with say a couple of wolves or other melee units.... the wolves will run up and attack your militia most times even if they could reach your Sov instead. If a human was controlling the wolves, I suspect a better tactic is to run up and take out the soft sov (assumng it's a newb sov with like no armor and l
[quote] AI does build lumber yards though. [/quote] OK no prob.... strange I don't get how it is deciding to do this, but ok. Will keep an eye out for them next game ;-)