CogBurn

CogBurn

Joined Member # 2381852
38 Posts 249 Replies 702 Reputation

[quote who="Satrhan" reply="16" id="3225911"]Beta 5 this week? That's fast, how long has the last version been out, less than 2 weeks? I wonder how much could have been added/changed in that time..[/quote] Well, we don't exactly have any idea how long some of the changes have been in development. It could be they've been working on them for much longer, but none were ready for the beta 4 series.

29 Replies 21,389 Views

[quote who="Nehanski" reply="1" id="3223652"] Both times I built zero units and recruiting only the hero that starts in sight of your town. this is absolutely wrong, and a proof that the game needs much more tweaking than it's generally agreed.[/quote] Cities are too safe & secure ungarded, monsters are not aggressive enough.

13 Replies 4,850 Views

I wish I had paid attention to this earlier. My next game will definitely be with this mod in pace, seanw3. :D

856 Replies 2,035,388 Views

If it wasn't for gentle rain & mantle, I would never take water above rank 1. Ranks 2 and 3 make me sad. I take rank 2 for the afore mentioned combo spells, but I never have the heart to waste a pick on rank 3 so I can access the top spells. Kinda sad that (haste aside) this school's most compelling reasons to take it are because of synergies with other schools.

9 Replies 7,402 Views

Top to bottom strongest utility school in the game. Rank 3 is a total throw-away, unfortunately, and rank 4 is only worth mentioning due to cloud walk. Titan's Breath? I'm on a horse.

15 Replies 11,180 Views

[quote quoting="post"]5) Early game mages, do they even exist? There need to be more direct damage ranged spells early on for mages, or more frequent staff drops. There is an early game problem with the amount of mana and actually using your mages, as mages in tactical battles.[/quote] Abso-freaking-lutely this. Early game mages are so gimpy I end up kitting them out as halfass warriors until they can pack on enough levels to kinda-sorta fend for themselves, and even then it hinges so

6 Replies 12,787 Views

I think my biggest lingering complaint is the city ledger screen, needs to show more useful info, and better sortable columns. I'd like to be able to sort my cities by research, production, mana output, grain, materials, essence, etc. I want to be able to see which of my cities is best at any measurable metric with a couple clicks, so I know where to cast enchantments. Also, how about when you enter the Build menu, have a second column to the right of the city impr

49 Replies 23,830 Views

This deserves some attention, these are pretty universally teriffic ideas and changes. Not sold on the lair timer, but everything else is certainly positive.

49 Replies 23,830 Views

I usually play normal or challenging. If you wander and cherry pick goodie huts and easy monster lairs, nothing harder than a banished ogre, wolves, ruffians, darklings, mites, rock spiderlings, you will equip yourself well enough that you can dominate groups of leather clad standard troops, with almost zero risk after the first couple upgrades. I think pulling any equpiment at all from unguarded goodie huts should be exceptionally rare, or if you do it should mostly be utility surviv

36 Replies 23,782 Views

I think a perk "tree" isn't quite the right way to tackle it, and I like the somewhat random nature of the non-magic perks. It's exciting to have that game where you get lucky and get a bunch of evoker levels, or double strike early on. I just don't think the magic system is benefitting from random rank upgrades. At the same time, I'm all for random spell selection of the spells at a given rank, so go figure that out. :P

15 Replies 5,586 Views

Set in Stone is crazy awesome for getting a new city up and running. Enchanted Hammers + Set In Stone = everything builds in 3 turns plus can probably rush in less for refunds. It's just ridiculous.

17 Replies 10,984 Views

The only reason I consider levels "powerful" on champions is the access they grant to rare equipment and the emergency hp resivoir for when something unexpected/unfortunate happens. Yeah, some of the leveling perks are nice, but very few of them are flat unbalanced, and the other stat gains from levels absolutely pale in comparison to the difference good equipment makes. Heck, even a level 1 champion with ideal gear can absolutely crush some pretty nasty monsters, and demolish troops.

36 Replies 23,782 Views

[quote who="suomynonAyletamitlU" reply="2" id="3221226"]Why only magic? It's just as unfair to not get any other perk if you're waiting for it. That means you have to change all of them, or none of them, to be fair to less-magic characters. Perhaps adding a rare perk "Upgrade of your choice" or "Magic upgrade of your choice" in addition to the current perks, rather than replacing them?[/quote] Because all the non-school perks in the wor

15 Replies 5,586 Views

[quote who="seanw3" reply="20" id="3221190"]Champions are too powerful because they are allowed to level too much. This would take too much extra code to be feasible for the devs or modders. It is an interesting idea though. I just think there are better ways to equalize the two types of units. [/quote] It's not just the leveling, champions are too powerful because there's too much good loot in unguarded goodie huts. Too easy to find broadswords and naja skin gauntlets, a

36 Replies 23,782 Views

I find it really frustrating to play a game where I want to play a mage focused on certain schools at certain ranks. Very often when leveling up, you are offered the chance to level ONLY perks, or given the "choice" of a single school that is not the one(s) you really want, or that are not playing strongly to the shards you have a lot of access to, and this really takes a lot of the control away from your leveling process. I may only ever want rank 1 life to be able to cas

15 Replies 5,586 Views

Sorry for the late reply here. All you have to do is go to your Fallen Enchantress install directory, and then into the data\English\CoreImprovements folder and edit CoreImprovements.xml Add the following code to the terrain section of the pier, docks, harbor, watermill, logging camp, lumberyard and timber mill: [code="xml"] City &nb

20 Replies 10,880 Views

I was able to make some quick and dirty changes to the CoreImprovements.xml to remove all the building restrictions on the pier and logging camp line of improvements, and allow them to be built anywhere at all. At least they can be used on an honor system once you've snaked to the appropriate terrain.... or you can cheat like a mofo and place them anywhere regardless of terrain. :P But it's better than never being able to use them when you deserve to be able to.

20 Replies 10,880 Views

[quote who="Poko8" reply="38" id="3217470"]On militia - I've always been for the opinion that cities of some reasonable level (say 3+) should be extremely hard points requiring serious armies and a lot of time to conquer. A village of a two score people might be sacked by a band of wandering darklings, but once you have a few hundred people living together there should be high walls, strong defenders, and powerful magic defending them, whether the settlement is a fort, conclave, or

60 Replies 184,341 Views

I dunno if this is relevent but from my debug file, when my game starts, I see a line that says: Debug Message: Forest Quantity: 4 During the first autosave it saves things such as "world props" and rivers, and then later I get a debug message that says" Debug Message: Forest Quantity: 0 I'm going to try a new game and shut off autosave and see if I can snake to a forest before I save the game. Edit: N

20 Replies 10,880 Views