Sierra_Dragon

Sierra_Dragon

Joined Member # 2359899
2 Posts 41 Replies 152 Reputation

[quote quoting="post"] This affects where and how often it spawns (i assume) and how the AI interacts with it. And how many unsuspecting players will walk into one. These guys should be classified at least as Medium, unless the Weak rating is part of their magic (which would be awesome!) [/quote] Yea if its on purpose then that is kinda awsome... I know I've walked into then a couple times... latest wit

10 Replies 11,975 Views

Points #1 & #2 & #5 on the "needs improvement" list I all have issues with... the disjointed feel is entirely in my opinion due to the beta nature of the game... How can you critique "disjointed" when your playing a Beta which purpose is expressly to test balance and bugs... of course it's disjointed... your missing a friggin 1/3 of the game... the campaign that is the joining up module portion of the game... DUH!!! Same

76 Replies 71,094 Views

ok my map view just got stuck in a overhead plan view... any idea how to change it back to the 3D default view?? feel kinda stupid to have to ask but.... I can't find where it tells me how to switch it back

3 Replies 7,331 Views

[quote who="Frogboy" reply="23" id="3247782"] Get out of my mind! The solution we're playing with for Thursday is for the super powerful monsters that spawn next to the AI to commit suicide at the start of the game. And make the AI hella smarter about founding cities near monster lairs. [/quote] Ahh See??? I must have a future as a game designer. [e digicons]XD[/e] Ummm not... I doubt Stardock could afford me... Oil companies

29 Replies 17,332 Views

[quote who="Ihfacny" reply="22" id="3247777"] I understand less aggressiveness might be needed, but it doesn't feel fair. You need to make sure there isn't any of the Storm Dragon sleeping peacefully right next to AI-players' cities situations. Would it not be better to also thin out monsters near the AIs' starting positions?[/quote] Actually monsters being less aggressive to AI isn't a problem. Strong+ (and strong

29 Replies 17,332 Views
Reply to City Defense in FE Beta

[quote who="Derek Paxton" reply="59" id="3247585"]Great stuff, thanks. I've been playing with this and you are right. There are a few changes that eroded our city defenses. We fixed an issue where city defenders would stack up from prior improvements (if you were city level 3 you used to get level 1, 2 and 3 defenders in your city). Ive also applied a 25% attack and defense bonus when you are in your own lands. As is Im gettign slaughtered trying to rush

67 Replies 43,366 Views

[quote who="Frogboy" reply="16" id="3247741"]Monsters aren't uniformally distributed. The AI ends up with a lot more monsters near them than human players. So the behavior of monsters is a challenging thing. They are individually random in but generally predictable. I'm doing my best to find a behavior that will satisfy the most people. But a big problem is the plain erroneous analysis in the forums that gets a bit frustrating at times (monster killed me,

29 Replies 17,332 Views

[quote who="Tuidjy" reply="44" id="3246939"]Quoting Mmrnmhrm, reply 40Just because I haven't discovered a trick to make the AI give away their gold or a spell bug that makes my unit unhittable doesn't make me bad or you good. If you can't win above Challenging you are not at the "haven't discovered a spell bug that makes my unit unhittable" stage, you are at the "haven't figured out to use maces against chain mail" stage. ?[/quote]

148 Replies 329,290 Views

I don't mind leaving the border issue as is. The only reason I deny border access is to try and contain an AI player from expanding into territory I want. Instead of changing how border access works I would add in either a "Influence" function (similar to mines and colonies in Gal Civ 2 where outlying outpost revert to a more access friendly city) or at least an abandoned installation penalty (outpost or city dissapears after a time period) &nbs

15 Replies 10,974 Views

I have to agree witht he origional post. I like the monsters, the current aggressiveness against player settlements came as an unpleasent surprize but I am pleased that they do add an additional challenge to the game. I agree however that the defacto truce between AI and monsters needs to go.... and the AI needs to treat monster dens the same as a player does. (That was one of the coolest features of Gal Civ AI was how the AI's

44 Replies 40,537 Views

[quote who="UmbralAngel" reply="23" id="3234038"]The problem is that expansion is the only viable strategy. Similarly, turtling doesn't work in FE. Cities produce gold and research in huge quantities, and its impossible to defend a bunch of outposts if you only have a couple cities. Having high growth from prestige is useless if you can't research and produce food buildings. You also made it so now you need lots of towns to reach high level cities, which hurts t

30 Replies 99,562 Views

[quote who="AlLanMandragoran" reply="1" id="3234585"]Derek - just bumpin' this. Tried everything, can't get the darn shrubbery to come back. I like growing things, I miss them.[/quote] find the camp with a quest labeled "The Knights who say NEE!!!" they will give you a map to find a shrubbery, as a reward they will give you the majical item "the holy hand grenade" which may be useful fighting a deadly monster with big sharp teeth.

35 Replies 18,061 Views

[quote who="KingHobbit" reply="5" id="3230976"]quoting post 4. Quests. most of the time I got a prompt or the like steering me onto the next part of a quest. except for one. I needed to get two dragon eye's? but there was no help finding where such dragons eye's might exist. I eventaually found one on a statue quest but never did find the other. BTW. LOVED the Dances with Dragons tech.. two possiblies.. I lost one of them when I was defeated on one of the

5 Replies 4,952 Views

new to Fallen Enchantress, (but not to Stardock games... I own an good number of them) very impressive for a beta, and as a game in general. It'll keep me busy for awhile anyway. playing the latest Beta.. .956 or something downloaded Sept 15th. Couple interface things I noticed while playing... nothing serious or game killing just a couple minor pollish things I would consider. 1. Wierd blips during tactical battles... I saw someone already pos

5 Replies 4,952 Views

Ultimate game. a real time strategy version of Civilization, with Stardock programed AI, Paradox's silmulator to run the economy, with Ironclad's game engine and graphics, and Total War's tactical battles. Then make it an enduring MMO world and make it all actually work on a normally powered computer with average bandwidth... but thats probably too much to ask :)

41 Replies 121,949 Views

Also just finished a first game and had a great time... to to reinforce a couple bugs here I also noticed... I'll put other bugs issues in my own post. [quote quoting="post"] - Build queue: If enough things are queued so that you have to scroll to the right to get to the end of the queue, it is not possible to grab something and scroll back to the beginning of the queue (at least I did not manage to do it). I could only change the order in one

12 Replies 12,694 Views