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Discussion Feedback: Upgrade & Ascend building Focus

mcbluefire

Viceroy
Many thanks to the devs who worked on and implemented the best thing that has happened on FOE this year! Love being able to find a building when I go to upgrade it!
Screenshot From 2026-05-08 17-11-58.jpg
This is simple, beautiful and perfect! This system would be great for any tool selected from inventory that can act on buildings making it obvious which buildings it can be used on including aid, finish, etc.

Could we please get:
  1. flat mode in reconstruction
  2. Replace units in QI
These two QOL improvements are eagerly anticpated!

Thanks!
 
I do like it very much as I have a big city on beta that I can't be bothered to finding where a building is at in order to apply the upgrade to. On live, I have a smaller city but it is still good as I can locate said building to upgrade/ascend when needed. I, too, thank Inno for this.

Now, for the other things...
flat mode in reconstruction
I would like this as well but, I would rather have a group order of roadless vs road in the arrangement of buildings so I can pick off one set of buildings (road) to put into the road network and another set (roadless) to put in the outlying areas as needed.
Replace units in QI
They had tried this in the past but came up with errors. A solution to make each mode independent of each other as made in order for it to work. At the time, it only calls out units in a general sense that would give an error if a player doesn't have them or that they were using units that were not meant for the mode. In QI we had Iron Age troops, but if we have future in the main city (1 Hover Tank + 7 Rogue) that it stores, when we hit the R key in QI, it will give us that error since FE units and rogues were not allowed. A quick fix was to manually empty all units out and manually put them in, which became a pain.

So until Inno grasps that each mode is independent of each other and can set up the replace units function correctly, we will be stuck with just the generic version of the function.
 
I can't imagine wanting roadless verses road arrangement of buildings over the inability to find those last several 1x1 squares as a priority. ;)

Replace units in QI is long overdue at this point - you don't releae something into live see it's broken and then shelve it for over a year! I'd buy that they don't know how to extend and segment classes in their game, but I have evidence that shows otherwise in their spaghetti fashioning of building objects. They can do it but their marketing team thinks there are higher priorities.
 
Many thanks to the devs who worked on and implemented the best thing that has happened on FOE this year! Love being able to find a building when I go to upgrade it!
View attachment 14315
This is simple, beautiful and perfect! This system would be great for any tool selected from inventory that can act on buildings making it obvious which buildings it can be used on including aid, finish, etc.

Could we please get:
  1. flat mode in reconstruction
  2. Replace units in QI
These two QOL improvements are eagerly anticpated!

Thanks!
i love this new thing they implemented eaven if in my case this might be to late to be a good enough up-date to keep me interested in game , i had a similar idea last year
https://forum.en.forgeofempires.com/index.php?threads/find-building.47313/page-3#post-478949
their stupid GB up-date ****ed up my game play in my main live city and dont realy feel like working on my secondary worlds knowing what i know now from getting my GB's to lvl 100 on my main world and feel eaven less like starting a new world so only option left is stop playing or play a lot less wich i think will eventualy lead to me leaving game , so again great job INNO ruining a game i once considered a great game
 
I can't imagine wanting roadless verses road arrangement of buildings over the inability to find those last several 1x1 squares as a priority. ;)

Replace units in QI is long overdue at this point - you don't releae something into live see it's broken and then shelve it for over a year! I'd buy that they don't know how to extend and segment classes in their game, but I have evidence that shows otherwise in their spaghetti fashioning of building objects. They can do it but their marketing team thinks there are higher priorities.
Don't get me wrong, mate. I do want to see a replace units in every mode in the game, but done proper. The only way I can see this is if they create sub-systems where each one has a unit wave layout that would not cross over in other modes of the game:

• Replace Units in City for neighborhood attacks and generic quest ("defeat this army") tasks (including the daily challenege)
• Replace Units in Heroic Endeavors that can be different than the city based ones
• Replace Units in Campaign Map that can be different from the other two
• Replace Units in Settlements (mainly Egypt or any settlement with battles as the norm for progression)
• Replace Units in Players vs Bots (PvB) Arena that can have its own setup
• Replace Units in Guild Expeditions of their own
• Replace Units in Guild Battlegrounds
• Replace Units in Quantum Incursions (limited to what age is currently the layout for)

I counted eight sub-systems that can be created and programmed without them crossing over each other that the game can run seemlessly on. Right now, we only have one system (albeit "generic") of a setup for the modes that can be accepted: GBg, GE, city, heroic, and PvB. They tried to do it with all but errors were called out due to the mode's limitations (e.g., QI with Iron Age troops when this was introduced the first time that would not allow other age or rogues as part of the replace units function within said QI).
 
Don't get me wrong, mate. I do want to see a replace units in every mode in the game, but done proper. The only way I can see this is if they create sub-systems where each one has a unit wave layout that would not cross over in other modes of the game:

• Replace Units in City for neighborhood attacks and generic quest ("defeat this army") tasks (including the daily challenege)
• Replace Units in Heroic Endeavors that can be different than the city based ones
• Replace Units in Campaign Map that can be different from the other two
• Replace Units in Settlements (mainly Egypt or any settlement with battles as the norm for progression)
• Replace Units in Players vs Bots (PvB) Arena that can have its own setup
• Replace Units in Guild Expeditions of their own
• Replace Units in Guild Battlegrounds
• Replace Units in Quantum Incursions (limited to what age is currently the layout for)

I counted eight sub-systems that can be created and programmed without them crossing over each other that the game can run seemlessly on. Right now, we only have one system (albeit "generic") of a setup for the modes that can be accepted: GBg, GE, city, heroic, and PvB. They tried to do it with all but errors were called out due to the mode's limitations (e.g., QI with Iron Age troops when this was introduced the first time that would not allow other age or rogues as part of the replace units function within said QI).
Completely agree here. In GE I use a different mix than I do in GBG and that mix can get me wiped in PVP Arena, so should be separate troop assignments for each system.

Frankly, while we are asking for the sky (LOL) I'd love to see a troop memory for EACH Guild Expedition Encounter which would be especially helpful for folks sitting on the border of minimum boosts needed to complete a new trial.

But, of course, I'm super happy to just have, at the very least, replenish only what was on the selected troops. I've never seen my Hub troops sitting on the QI selections so it's pretty easy to just disable replenish until we've put our initial troop selection in and then maintain two replenish subsystems.
 
In GE I use a different mix than I do in GBG and that mix can get me wiped in PVP Arena, so should be separate troop assignments for each system.
I do as well. For GE, I have 2 Sentinels and 6 Rogues when going through trial 5 on all nodes. For GBg (under 125 attrition) I would have 2 Steel Wardens + 6 Rogues. Higher attrition calls for different setups to pass through certain enemy army layouts. For Continent, going through the SAM map, I would have all 8 Sentinels (was funny when I went back to city and it reverts back to last known army in use configuration when R key was pressed).

When it first came out for other places, in QI mainly, I would hit the R key to replace the IA troops only to get an error message that there were no units to be replaced (and they were just staring me in the face), so I had to manually remove all of the IA units and re-select them in order for the function to work on subsequent battles within QI. I exited QI and went straight into GBg with already a healthy set of units (I was in AF using hovers and rogues). As soon as I was ready to hit the R key (after a few battles had gone by), it gave me that same error (I had deleted every unit prior to Future Era, so I was sure it was trying to look for any IA units it thinks it remembers from QI in my main city); so I had to do the same thing of removing all units and re-selecting them so it can work again.

At that time, many bug reports were submitted and Inno pulled the plug from it (for the moment). Some of us (including myself) had offered solutions but Inno feels it's too much for them to implement, so that's why we don't see of it for a while.
 
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