Guess I'll have a look in the control panel then. Nope, it's just set to default, Multi-Sample AA.
RemingtonRyder
Volcanoes are a messy way to take out an AI player. Plus there's not a hotkey for Lower Land. :P
Too slowly? Well, at least I'm not so hasty that I dash my heroes without any cover over to an outpost only to get massacred by the garrison at the nearby city. That's the AI. It's short for Artificial Impudence. ;)
This is resolved in 1.02! As title says. Sometimes trees seem to be completely white, then when you zoom a teeny bit closer, the green is filled in:
See debug file . I just updated from 1.004 to 1.01.
Okay, now this is just silly. I negotiate to go to war with Pariden who are at war with a fellow Kingdom. Instead of being appreciative and understanding about me riding to the rescue, I get 3 negative diplo points each from 'You attacked a Kingdom!' and 'You attacked a fellow Kingdom!' and my non-aggression pact is revoked. Thanks for that, I was just trying to help. [e digicons]>:([/e]
I didn't even know that there were road-building empires until today so, there you go. ;) Having the ability to lay roads before Trading is helpful. Even afterwards, it's still very handy sometimes to lay more down - ever have a city where units exit from the side instead of the front and proceed to cheerfully trek cross-country at two spaces a season?
So I've discovered today that aggression seems to be the key to winning in Fallen Enchantress. Basically, I tried to patiently build up my production ability, explore and find good locations for cities, build stuff to help get things rolling faster, but I got an early war declaration and my cities were all too far apart to help each other. But when I decided to go offensive and run for the nearest enemy city, I somehow win despite the odds. Granted, with some casualt
Well I'm not sure the soldiers on the ground would agree with arbitrary upgrades, 'specially if that new unit type is the other gender. They might desert and run for the hills.
You should have added two more and then you could have had your very own Fellowship of the Ring. ;)
By the way, just so you know, it is not a smart thing to brag about having only lost one village (like I did above). A group of ogres decided to come in and smash up another one. Oopsie.
The power rating system is a bit iffy at best anyway. What you have to bear in mind is that a big group of Air Shrills or whatever, they use up their Sonic Blasts on their first turn and then by the time their third turn comes around they're either dead from arrows/staves, dead from magic, dead from a group of horse riders. Now against rookie troops and champions, that elemental damage is rarely resisted and can be quite lethal, but against troops that have fought wars and
I think it'll still do the research, but bear in mind that's how you get Tireless March, very useful spell.
Actually my last game there it was really difficult to find and hold onto an iron resource, though I eventually managed to find some outlying and set up outposts to mine it. Ended up building the Iron Works which further improved my advantage. Although the AI did have iron they kept scrapping over it so they didn't have a reliable supply. It was so bad they ended with metal resource in negative numbers most of the time (don't ask me how that's supposed to work...
Yeah sadly a lot of the older troops have to get disbanded or get guard duty because against tougher opponents they just don't have the attack power to make a dent. Which isn't necessarily a bad thing. Sometimes I get a bit of a scare when enemy units pop out of the FoW, then I see that they're going to attack a city with old, veteran units and I'm like, yeah good luck, have fun trying to take that city.
I know. My last game I kept running into piles and piles of Shieldmen. It's bloody annoying when you fight an army that is basically all gimped Shieldman units. And then when you finally get them down to their last city there's piles of them inside the city walls, immobilised due to injury. I think henchmen need to be limited in number, and the AI needs to learn to build more than just Shieldman units, and it needs to learn how to build a design them with a b
Not a bug. When you research technology you gain those tradeable points. When you receive them they improve your progress on a random researchable project in that category by a certain amount.
Maces and mauls should do piercing damage in addition to blunt (but with much of the damage remaining blunt). The spikes aren't for decoration. This would help differentiate them further from hammers. Just giving each weapon a counterattack is boring. I'd rather that the counters were tailored to the specific weapons, and that only a few weapons have guaranteed counterattacks, for the rest it's a chance (or chances) of counterattack, and/or definitely cou
I like to use spears with the Bloodthirsty trait. It means that if they survive to damage the same enemy again, they're now dealing 25% more damage. Which doesn't sound like a lot, but when you consider that they have the ability to bypass some of the target's armour, having more Attack when the enemy is wounded is a big plus to spear units. Maces are the weapon you want to use against enemies with defence against Cutting damage, so Chain Mail or Masterwork Cha
Just as the title says. About the only thing I have unchecked in the options is auto-turn. Because sometimes you know, despite all my guys having moved, all my cities building something or using their gildar or research boosts, I still want to do something, and auto-turn doesn't let me. So yeah, the music from the main menu also seems to carry over when I'm loading a saved game, and can overlap with other music, in addition to the battle music thing.
I have henchmen to do some of the heavy lifting. Not every hero works well as-is, sometimes you need someone that can cast Aid/Heal or haste/Guardian Wind in the back. Well, I find it works pretty well.
I think there should be a diplomacy modifier like 'The enemy of my enemy is my friend' if you're actually getting into scraps with someone they don't like or are at war with. Unless the AI is paranoid, in which case it's more like 'Yeah I think you're going to backstab me when the dust settles.' What's annoying is that the reasoning behind the modifiers that I can see are not always clear, or seem bloody irrelevant. 'I like war, don&
Actually I have a couple of ideas for Governor. As well as Administrator trait, which is handy for getting a city's unrest right down, how about a Drill Master trait? Another way of levelling up army units, except not tied to a 1 per faction building. When those units leave and go out into the field, they 'remember' their last drill master and when they win a battle he gets XP as well. Or if you're into research, why not an Archivist trait, which wi
I have a neat use for governors actually. I take one with me when I'm going about capturing enemy cities and it helps get the city back to full production right away without having to wait on unrest-reducing buildings. What this means is that I can be training new troops close to the front lines right away, especially if it's a fortress I took and all the troop buildings are present already. Useful if I'm fighting a bloody campaign or my existing troops just do
I think you do get a diplomatic modifier for razing cities.