puntarenas

puntarenas

Joined Member # 2186611
6 Posts 97 Replies 12,180 Reputation

[quote who="NanakoAC" reply="2" id="3279579"]golems need more offensive capability. [/quote] No, they don't. Golems are meant to be tanks, so let them tank. Give them even more hit points and/or armor and a special ability that make enemies focus their attacks on them for several rounds (note: should of course override human player's attack orders on other targets).

8 Replies 6,273 Views

[quote who="Rik811" reply="60" id="3270740"]I will buy your DLC just because ...![/quote] Count me in! I just hope lots of stamps from these maps will be availiable for random maps and I propose Stardock includes those stamps in an upcoming Update to all players no matter if they got the map pack or not. While content is always nice - and I got the game for free so I feel like supporting your ongoing effort with some goodwill purchase here and then-&nbsp

213 Replies 764,815 Views

[quote quoting="post"] at first you can build 1 city but that is all gotta wait until you research a specific tech that allows another. etc etc until you reach a tech that allows unlimited amount of cities thoughts? [/quote] I would prefer having the tech to allow 1,2,3,... towns in the Civics tree, allowing 1,2,3,... Fortresses from within the Warfare tree and finally 1,2,3,... Conclaves from within the Magig tree. First city should not count of course. I fe

49 Replies 44,080 Views

Gouverning heroes need to gain gouvenor traits over time. Doesn't make sense to me that they can level their fighting skills by sitting at home or in some adventurer's guild.

40 Replies 98,047 Views

[quote who="Satrhan" reply="72" id="3184316"] What's the point of the 'crazy stuff' you find if all you do is sell it? You could just give heaps of gildar as a reward instead. [/quote] Agreed, please take plunder out of base economy and make it tradeable on itself. Let's say merchants write in a book whatever you trade in and that is your credit. Now just classify whatever item is found on the battlefield (e.g. 1 legendary item = 2 magical items = 4 r

208 Replies 712,709 Views

[quote who="Fearzone" reply="61" id="3184194"]Is it such a problem to have different qeues for troops, buildings, and researches per city, as is generally more common? [/quote] It is not a problem, it is where they decided to work on the pace of the game and make building decisions strategic and meaningful. Not easy to balance though, but might work out extremely well in the end and surpass systems balanced out by upkeep and building costs.

208 Replies 712,709 Views

As an aside, I would love to see population bound to militia in a way, that you get 1 militia per x population but also loose this amount of population for every militia unit that gets killed in battle.

208 Replies 712,709 Views

[quote who="Cruxador" reply="26" id="3183794"] It would be good to just give each outpost a militia unit. I don't think the unit needs to differ from the militia in cities.[/quote] Outpost keeper is not the worst job out there in times of cataclysm. Maybe Stardock could give them some little huts besides the main structure with husbands doing agriculture and some children playing in the little garden now and then.

208 Replies 712,709 Views

They are not destroyed when an enemy moves onto them, instead they are flipped to that enemies control and represent your control over the land itself Can we have a takeover phase where outposts become neutral before granting bonuses to their new owner. Maybe one turn would do it to prevent gamey tactics. Awesome post and now I am looking forward to Fallen Enchantress again. [e digicons]:inlove:[/e]

208 Replies 712,709 Views

Monsters being actually a real pain is fine to me, but their constant threat to my outposts and cities is no fun. It becomes a micromanagement hell at best and is gamebreaking way too often. Give us a simple solution to hold all monsters (bandits, butchermen, ...) but not enemy forces away from our infrastructure. Let's say we could have three options for cities and outposts: 1) traps and scarecrows - takes some monthly production from the associated city 2) torchb

180 Replies 699,682 Views

GalCiv3? Where can I pre-order? [e digicons]:inlove:[/e] I also would buy another expansion to GalCiv2 first, also if it just mainly was mainly about bugfixing and polishing what was left in a sad state with Twilight of the Arnor. That being said, while I would love to see improved eye-candy for GalCiv3 engine wise, there is absolutely no need for real 3D universes.

29 Replies 110,849 Views

Such a matrix could help a lot to setup fractions initial diplomatic relationship (diagonals prohibited). Sitting in the middle as true neutral would obviousley help a lot to trade and peacefully coexist with half of the alignements, while still being pretty acceptable to the other four.

175 Replies 712,256 Views

Please implement transparency anti-aliasing support. Supersampling helped the flickering vegetation (and other alpha tests) on zooming in E:WoM but is completely overkill and more like a compromise solution.

8 Replies 18,802 Views

[quote who="CdrRogdan" reply="89" id="3099916"] Making more buildings or options that allow free support encourages running the game on zero taxes and for the most part takes monetary value out of the equation. [/quote] Penalizing tax raises would make the tax slider more interesting. Let's say for every change upwards in taxes, there is additional temporary unrest (e.g. [sum_of_ city_levels + number_of_cities] * population * well_tweaked_base_divider) that slowly diminishs

107 Replies 227,231 Views

Excellent post [e digicons]k1[/e] Couldn't agree more especially with the critique on the strategic level. [quote who="seanw3" reply="5" id="3097758"]I like alot of what you said, but getting rid of the shop would ruin the game for me. [/quote] The shop in it's current implementation does not make sense and heavily interferes with the whole economy balancing. I could think of something like an archeologic society. Found them by researching and building

107 Replies 227,231 Views

For example there could be a building or an ancient place discovered throug a quest (on a per fraction basis) and the souvereign (or a champion -> priest trait?!) had to go there to celebrate the strategic spell ritual. Something like that, where you first have to unlock certain opportunities and then follow certain rules to take the benefit of particular strategic spells.

3 Replies 9,553 Views

Strategic spells in my opinion don't feel well included into the game. Opening the spell book through a button from beneath the mini map, then selecting your spell and target on the world map just kills immersion to some degree. It is like doing something from outside the game, instead of acting as the souvereign and being part of the world. While I have no idea how this could be solved in an elegant way, I wonder if others feel the same and may come up with some suggestions?

3 Replies 9,553 Views

Simple approach would grant outpost optional defence by the nearest city they are connected with through roads. If under attack, ask the player if he wants to defend and then select which of the city guards to be sent. After the battle those could be "on the road" (and therefore out of the game) for the rest of the round, so it would temporarily weaken your city defence.

35 Replies 17,846 Views

If photoshopped or a bug, at least there is some beef. Even if you will not allow us to build roads manually, it is totally lame to have them all around out of the sudden after clicking the turn button. Come on, we decided to research that tech instead of going for some other cool stuff. Let roads at least spread slowly (one, two, three fields per round?!) to give us some feeling of an improving infrastructure.

13 Replies 43,885 Views

[quote who="Mmrnmhrm" reply="65" id="3092189"] I'm curious as to what strategy game you think Fallen Enchantress should take some inspiration from. Master of Magic didn't have anything remotely what you are requesting. Neither does any other strategy game I can think of. [/quote] Who cares what have been there before? I know there has not been a crossover game like the one I tried to describe, but why limiting yourself to what MoM did in the 90s, how Civilizati

209 Replies 667,995 Views

I voted "poor" and I really cannot say if you are on the right track. I had some fun with the current beta, but replayability beyond curiosity is low. I feel not much spirit or inspiration around this game, it is just the same old stuff we had a thousend times before. No sophisticated character building on the "rgp side", somehow bland mechanics on the military side and city building is completely unfun. The tech trees have no great moments of joy, it is just working th

209 Replies 667,995 Views

Didn't know about "unit turns", but I understand that this might be useful for people relying on "Auto turn". Easy solution: toggle the functionality with the "Auto turn" option in the game preferences, as ending "unit turns" doesn't make any sense if "Auto turn" is disabled. Another soultion would be configurable keyboard shortcuts. I would immediately switch and .

5 Replies 6,338 Views