I was very deep in an expert game on wildlands and had this occur. I didn't save the save file:(
Silicor
I'm going to jump on the pile. Another issue is that it movement costs are not clear. it would be great if the icon would show the number of MPs that will be consumed. This would help with missing trees, hills, rivers, roads, etc.. Right now moving is much harder than it should be
I was really limited on spell casters. No shrink and for some reason, didn't have any luck finding good magic items either. Part of the problem was starting in the corner of the map with mountains blocking expansion. I think I could still win the game, but I really don't feel like continuing.
After having a number of unsuccessful starts on challenging, I started a new game on Normal. I didn't have the best city placement, but I was able to grow and hold on until Juggernauts arrived. Full scale battle started, but after a number of turns dragons were starting to burn the land, cities and everything else. I don't know if this is planned, but it really brought the game to a halt. My main group could take down a dragon, but groups of 2 or 3 dragons are
I have an issue with small and medium maps and the master quest. Many builds ago, I shut off the master quest victory condition because it makes a large part of the land unusable. I just turned it back on for a game and I was put in a corner below it and had little land mass to work with. My suggestion is that an equal amount of land be added as would be lost when turning the master quest on....
This looks great... I was a huge proponent of upgradeable outposts. Are outposts going to provide defensive bonuses to units stationed in them? It seems intuitive that they would and it would help to protect them since they are now persistent. A little off topic, but I would like adjacent units to have the ability to join a battle. Especially with how cumbersome it is to deal with multiple units on the same hex.
I've been playing almost exclusively on challenging with dense monsters and resources.
just encountered the same exact issue. No enemy factions were killed so that wasn't the problem in my game. I tried a couple different saves but it always ends crashing https://www.dropbox.com/s/6sp936glp5bsrgm/bg.EleSav https://www.dropbox.com/s/rplz2os6mr177lh/debug.err
Not very often, but I see it. I still get some wierd glitches that stop the game. Just now I had the turn button disappear and I was stuck at the end of my turn. These types of things ussually occur after the game has been open for a while.
Having played both betas, I think there are some tidbits that can be pulled from Warlock to help FE. They are completely different games and debating which is better is personal preference and adds no value. City differentiation is very sound in Warlock. FE still has to find its way. I think city upgrades are too reliant on technology and size constraints and buildings build too fast. Most my cities can build everything available. Having one building queue for
I played a lot this weekend. I played most the games on challenging with dense monsters. I did try a few on hard and with normal monsters but didn't like it as much. This version is much, much better. I think one challenge is that game configuration makes a huge difference in game difficulty. I've found: - Small maps are easier, AI can't really handle a killer stack (usually heroes in my games) early game and get run over. <p
I've been playing it also, It has a real addictive quality to it but I also have some concerns. It is in beta and I'm new to the game but these are my initial impressions Good points - very stable so far and runs well even late game - UI is very usable and the game let's you know what is happening and basically will guide you around to where you need production or have units to move. - the way tech advances/unit adva
[quote who="Frogboy" reply="11" id="3125649"]What he's talking about, and I agree (Even though it demonstrates my weaknesses as a designer) is that choices need to matter [/quote] Which is exactly why good AI is so important. No choice is important if the AI can't compete and the game quickly becomes boring. This is the single most important facet for the success of FE. Another (maybe not so obvious example): bu
This is a huge step in the right direction. Now it will be fun to try out all the races and see how they play. Monsters having vulnerabilities and strengths will create tactical challenges. Re-playability just took a big step up, woohoo!! The more you are able to strip the generic to give unique experiences, the more fun folks will have playing the game. The AI better get smarter too:)
I really would like to see work on making the game re-playable. Every time I play it feels the same. There have to be more obstacles for players to overcome that require different approaches. I don't want any of the tech lines to be mandatory. If I have to take the same research path at the start of each game, it is just busywork. We should start with basic techs and have the tech tree allow us to specialize and make our experience unique. I'd als
I voted good because the direction of the game is pretty good. My biggest concern is re-playability. The player decisions are lacking impact and excitement. I like your idea of making mundane techs less powerful to make achieving a later tech would be a step in the right direction. Even with that change, I do think the trees are too shallow and boring. In fact, everything feels too generic. This goes against my previous position where elegance in game-play
The best way to prevent stalemates is to have objectives that either give victory points or significant advantages. This also increases the tactical challenge.
The one problem I don't see addressed is the cost of units vrs free champions. This is a major drawback using armies even if tech were faster. I like that their is unit maintenance and I'd like to see champion maintenance as well.
I've been playing Resoln and corruption has been buggy. I cast it and the tile just disappears (mostly air so far). It is still there and sometimes I get the right icon the next turn, but I just had a case where it looks blank. It is still there and is death and I see the build button but it won't work. One time it did work... I also captured an enemy city and am now producing life, but I didn't think I could own life, but I cou
I agree that civ needs fixed, even though I don't think removal is needed. I've noticed that I have to get to mining, have to get some gold production, etc... early in every game. I would make basic techs (no research required) that allow a minimal level of civ sufficiency so I have a real option to specialize. Every game I feel it is mandatory to at least take a few civ techs to get started. If a player has to do it first every game, it isn't really a good
[quote who="Dhuran" reply="10" id="3062512"]It seems like outposts should be able to exert influence, but only if you have units garrisoned there to actually exert the influence. It would make sense if they behaved the way they do now when no units are present. However it would be nice if they acted like influence repeaters for the nearest city when units are garrisoned there. It could even be a percentage of the city's influence depending on the type and qual
I received the email, but the link wasn't in the store. Support fixed it in 1 day.
[quote who="CdrRogdan" reply="29" id="3060606"] Quoting CHiZZoPs, reply 27How about level requirements for more of the gear? Unless keeping your champions and sovereigns within their home cities provides a substantial technology/resource bonus, linking items to level (which some of them already are) does not make steamrolling the map any less than the optimal solution to winning the game. Items should instead be linked to technology (preferabl
I agree heroes can be toned down but the biggest problem is the lack of aggressive neighbors. I was playing with on med map, normal with moderate monsters and once I cleared the area around my cities they were never attacked. It is too easy to set off on an endless adventure with your heroes and never break up the "Killer stack". Having to defend more would really change the way I played and rolled with my heroes. Some possible fixes... - more places to defend<
I preordered Elemental and received my email about todays release, but when I follow the link to Stardock download area, the game is not there. Elemental isn't there either, even though it shows up in Impulse. I seem to remember having an issue on the first release, please look into it. Thanks