Cynjian

Cynjian

Joined Member # 3126481
0 Posts 73 Replies 8,440 Reputation

I have this problem at times. To fix it I scroll out to the cloth map and then back in. Sometimes on my laptop I run the game with my graphic card disabled (to save power) when I am doing this I find most portraits are just blank, but they are fine if I have my graphics enabled.

4 Replies 3,335 Views

I am glad this has happened to others. I had not had it happen to my units yet, good to know it can. It could be interesting when it is fleshed out a bit more. But currently it is mostly harmful behavior for the AI. I pray that he beefs up the ai so that it will be able to move to a different (more beneficial) target once it has engaged or been engaged by someone.

17 Replies 5,770 Views

I have been playing as capitar against the empires. Yithril has been a fun opponent making many Juggernauts, some even wielding spears. In a fight recently I cast shrink on one, he was using the big axe and after the spell took hold, his attack and defence went to 0, 0. It could be a bug, or the axe could be too big for the baby Jugg!

1 Replies 2,979 Views

To reflect that the troops and heroes work better when grouped. To give some incentive to do so. If you don't group them nothing has changed. You can have your hero group traversing the countryside, and your units slowly filling towns. The AI is already fairly effective at combining troops and heroes, they would get a little boost and it could promote the need for the player to respond similarly if so inclined. Any of the numbers could be tweaked

4 Replies 4,545 Views

Having played a number of games I have a couple of suggestions regarding troops and heroes. When troops are grouped with heroes give them each a bonus: Increase the movement of non-mounted troops by 1 Increase the attack of all troops by 5ish Increase the defense of all troops by 3ish Increase the Heroes attack and defense by 1 for each tr

4 Replies 4,545 Views

I like the cloth map improvements quite a bit. If you could tell what type of city (fortress, town or conclave) from the cloth map that would be a handy addition. All cities have a solid shield symbol, It would be nice if that symbol was the shape of the identifier for the type of city it is. Are we limited to 250 seasons? If so is that a beta only thing? I like long games so 250 would be a drag.

3 Replies 3,525 Views

Thanks for the update notes! Looking forward to trying it out. [e digicons]:beer:[/e] Interesting that there can be more cities now, Would it be possible to put in some way to increase city spacing based on map size? maybe a slider so you could adjust the city spacing for different map sizes?

208 Replies 714,107 Views

I tried playing Pariden thinking it would be the race I liked least, live and learn, but that is one whopper of a spell. I think it might be fine with 1 mana upkeep a turn. I feel like 30 mana is about right for the cost though. In my latest game, a pack of umberdroths and a certain cantankerous forest drake, were eating those magic structures for breakfast, they also had a certain thing for snacking on townsfolk. It would have been easier for me to use pioneers, but

21 Replies 6,901 Views

I have been having fun on big maps. I usually intend only to build 3ish cities but by late game I've accumulated many. I either conquer them or find a nice spot in my travels and hate to see it go to waste. Outposts are great too, hard to resist making those, and if they get sacked, why not make 2 more? I think they are pretty close to a good mechanic though. Something as simple as making your second city have no penalty against prestige might help. &n

38 Replies 159,423 Views

I assume there might be some performance issues, but hoped that the trade off with how cities are changing would more then offset it. I also thought it would be cool if stuff could keep spawning in these places, but wasn't sure if suggesting it would be pushing my luck. Maybe there could be a raze button when we conquer one, so if we would like to completely destroy it we have the option. For those times when you have a large nasty eleme

8 Replies 8,481 Views

I am hoping we could keep the tile artwork for the various random monsters and quests after they have been raided. Since the mouse-over displays are working well it is very easy to see if the tile in question is vacant or not. The artwork is nice and helps immersion, why not keep it around after we tackle it? Many hours have gone into those, and many more will invariably be created by modders. As the game progresses why have the map get plainer,

8 Replies 8,481 Views

I have grown from not really liking the city construction (back in the beginning of EWOM) to being rather fond of my goofy sprawling cities. I do really enjoy the artwork currently and the way the zone of influence takes shape around the changing city. I also have enjoyed AOW and CIV which both have different versions of 1 square cities, and I look forward to seeing what the end result of their work will be. I think it will be nice th

78 Replies 46,727 Views

I've enjoyed the direction the beta is going in. As I have seen in some other posts. I would really like the tech trees to be fleshed out with faction specific technologies in each of the trees. I would also like to see each of the armors sort of be its own branch of tech. Instead of Leather preceding chain which precedes plate, have several levels of the various types. You might have a range of 2-

175 Replies 713,475 Views

I am very much missing the retaliate ability that units had in WOM. I love the initiative system but think it would be good to see the effects on combat if units could do a retaliation strike when attacked. The number could be based on agility and/or a skill or trait(s) etc. or simply be one for most units. It could reset every time the unit takes its turn.

1 Replies 5,768 Views

I would find it wonderful if in options there was a section to allow us to set or change certain key functions in the game. Primarily the rotate camera key, but also next unit, next city, etc.. In elemental I was able to reprogram a key to middle-click and camera control worked fine, but that doesn't seem to be the case in FE. Thanks!

1 Replies 2,139 Views

I kind of like the surprise of what you guys will come up with, but two things I would wish for: Fog of war : After you make the initial pass through an area and have moved on, the second layer of FOW should conceal what is going on in the places you have passed. My scouts have noted a few towns is their journeys and have marked my maps with the locations, but when I have nothing within visual range of the towns it bugs me that I can click on the town

0 Replies 1,765 Views

[quote who="Bellack" reply="4" id="3009558"] Quoting seanw3, reply 3No! Use the After the War mod. It patches so many bugs and fixes some really glaring gameplay issues. Does it work for 1.4? [/quote] Yep, it does. I have a big game currently going, and its pretty fun. It adds a good chunk of content too.

7 Replies 6,472 Views