OliverFA_306

OliverFA_306

Joined Member # 3163627
12 Posts 264 Replies 10,060 Reputation

I see your point. Logical and balaced are not always the same. Thanks for your answes :) However it does not seem very balanced that with -4 penalty, a 20 initiative unit gets a 20% penalty but a 30 initiative unit only gets a 13.33% penalty. Without encumbrance, the number of movements taken is 2 to 3, and with 100% encumbrance is 2 to 3.25.

7 Replies 15,397 Views

[quote who="willie sanderson" reply="2" id="3326276"] This is working as designed to give the AI player an advantage Also even wandering npc's and monsters an animals can do it too. This makes the player HAVE to DEFEND his territory instead of running willy nilly out there leaving his rear undefended or with very little defense. Serves you right now you'll learn to protect your rear. No "RELOADING" a saved game now to cheat. hehe[/quote] Realoading is the most powerful s

30 Replies 80,989 Views

Why would it require overhaul in balance? To me it seems logical. You are 100% encumbranced (I am not sure if it's said like that ;-) ) then your initiative is 50%, no matter which was its original value. Seems a lot more logical to me. In fact the current system is a lot more unfair, because if you have higher initiative encumbrance is a lot less of a problem for you. You can just wear a lot of heavy items and almost not notice it.

7 Replies 15,397 Views

[quote who="Alstein" reply="22" id="3326642"] You'd have to research the appropiate tech and upgrade a horse resource to get access to an elite horse. Upgrading a horse resource would also cost horses so you couldn't rush it without trading. I'd love to see magical horses, maybe gained through quest, but that would require a tech being unlocked through completing a quest- and I'm not sure if that's capable via modding. I'd suggest not

34 Replies 32,997 Views

[quote who="Alstein" reply="18" id="3326354"] What I'd really like to see done: [...] Horses become an upgradable resource, which you have to upgrade to various types of mount[/quote] You mean like "Horse" --> "Elite Horse"? Sounds interesting. But how would it work gameplay-wise?

34 Replies 32,997 Views

Soren Johnson? Civ IV's design is far better tan Civ V's design. In fact I still keep Civ IV installed in my hard drive. So... Welcome Soren Johnson! About 32 bits support... Thanks for remembering about us. I have an old 32 bit PC with Windows 8, and FE runs almost as fast on it as it does on my parents' new 64 bit PC. And yes, I have installed Start 8 ;-)

53 Replies 174,853 Views

[quote who="halmal242" reply="261" id="3325295"] Why not make the unrest per city amount dynamic and can be decreased through techs. For instance we don't know what their thought is for the amount of unrest per city but it could be as high as 20 or as low as 5. If it started as 20 per city you would be restricted to a small empire to deal with the secondary effects. This could then be a "gateway", nice word to use for this devs, to add the ability to

301 Replies 1,514,231 Views

I agree with athelasloraiel. This is the first iteration of a game. I would compare it to HOMM1 in the sense that what came later (HOMM2 an 3) greatly improved and expanded the gameplay while keeping the spirit intact. The same can be said about CIV1 to 4. Imagine how a future FE3 or FE4 (yes, I know it won't be called that way ;) ) will be. Just awesome!

2 Replies 5,972 Views

I had the same problem. Here is how to solve it: In your Catalyst (the configuration program for the Nvidia card) you have to look for the Anti-Aliasing section. That section will probably say something similar to "let the game control it" and you have to change to "DO NOT let the game control it".

5 Replies 3,219 Views

Hi all, I am looking at the XML files, trying to discover what can and can't be done in the customization front. Right now I have not been able to find the place where the values at which a city levels up are stored. Does it mean it is hardcoded? Or is that I have not searched well enough? Thanks in advanced for any answer you can give me.

2 Replies 2,965 Views

[quote who="Azunai_" reply="11" id="3324878"] i don't like the current mount system either. maybe horses and wargs should not be a resource that can be harvested infinitely but instead provide a fixed pool of mounts per site. for example, a stable allows you to train 1 unit with horses and a ranch (upgrade) allows you to have two cavalry units. when one of the cav units dies or is disbanded, you can then build a new unit with the horses (basically the same system civ 5 uses fo

34 Replies 32,997 Views

Oh, and by the way. I know it is already resolved, but just thinking about similar problems: Maybe you could add an additional step to solve it. Right now each city produces one "CityCount" which is a global resource not storable. Maybe you could have "CityCount" at level of cities and then each CityCount would produce a global resource called GlobalCityCount. Why do I say this? Because you have two "CityCounts", the one at city level and the one at global level. Maybe if you ad

8 Replies 43,898 Views

[quote who="NorsemanViking" reply="4" id="3324816"] You don't need to nerf the game for MP. That's a pretty hard lived myth. Look at games like Civilization 5 and Europa Universalis. No need to change the MP game. When it comes to the unique In Game Unit Creator in Elemental/Fallen Enchantress, that's a great thing to play arround with while waiting for other people to finish their tactical battles. Just an example. What we want is this great SP ga

22 Replies 64,217 Views