Horemheb

Horemheb

Joined Member # 2416294
6 Posts 100 Replies 4,905 Reputation

For me the latest .exe has been a lot more stable. However, there is one annoying bug (don't know if it is also in the official binary): when casting blizzard (possibly other enemy-targetting spells too?) the game begins to complain that "must target enemy units" when I try to target enemy units. The only way forward is to auto-resolve the battle.

75 Replies 231,032 Views

There might be some problem about the power of high-end heroes. The main problem isn't that. It is how quick they get that power.

146 Replies 70,435 Views

I really like he idea of "soft limit" caps for hero levels. So, the cost to level-up rises a lot per level gained. You can get tech which then lessens this effect. So, there is no hard limit, as in "you can't get level 5 heroes before researching tech X". Instead it is somewhat hard to get to level 5 if you don't have tech X, even harder to get to level 6 and so on. To me it seems there are two basic problems with heroes. One is disproportionally powerful and expensive items y

146 Replies 70,435 Views

I would like if Spacebar would be "go through all items on the left-hand list that need action". So you could move your unit, press space, move next unit, press space, and you would now jump to a city which isn't doing anything. Press space, and jump to next city which isn't doing anything. Press enter for next turn, and begin going through items needing attention by spacebar. I don't know, maybe it should even go through the right-hand list?

3 Replies 5,478 Views

I hope to collect some ideas about how to polish the UI in this thread. I will start with: In the left-hand LOD (is that correct term for the icons on the sides of the screen?) it would be really nice to gray out those units which have no more moves left. There is no indication for that right now. I hate it how the game does multiple things at the same time. It is possible that the technology screen pops up, and at the same time you are attacked by monsters. So, the technology

3 Replies 5,478 Views

I just started a new game. It is season 12, and I have already found items worth 2500 gildar. That is not balanced at all. I could sell them, and make my empire much more powerful. Or I can just equip them and conquer the world. The nice items (worth more than 100g) must be guarded, or at least require some technology. I would like them to be guarded or better yet, be achievable from (non-starting) quests. This way there would also be more feeling of achievement. In addition, the star

146 Replies 70,435 Views

Less HP from level-ups. Less level-ups (with maybe some quests where you gain a lot more experience). No cannon-fodder champions. It is easy to fight the harder monsters, because you can hit with your super-units, while your not-so-good champions are there to take the blows. If they die, no matter! They are instantly back with no long-term effects. While the world is now interesting, I would like it more if you were really surrounded by the world, so that you would need to break throu

40 Replies 19,468 Views

I am still waiting for mine. I wish for amnesia, so that I can experience Fallen Enchantress anew when it is released :)

16 Replies 11,274 Views
Reply to Downloading :) in FE Beta

For those who have the same problem that I did: you can migrate games from your other email account to another email account using this page: https://www.stardock.com/support/registrations/ That means: downloading!

49 Replies 27,535 Views
Reply to Downloading :) in FE Beta

I think they might have some records to fix in their customer DB. For example I got the email in to address X. Elemental WoM is recorded in my Impulse account under address X, and the account itself is under address Y. The game is NOT listed under my games at stardock.com when viewing the account of address Y. In addition, there is no Stardock account for address X (the WoM account). Hence, I can't download the game, although I am qualified for the beta and even got the email. So,

49 Replies 27,535 Views

The most important thing is that Fallen Enchantress should be a great game when released. It must not need any patches, otherwise it risks getting reviews of "like Elemental, not ready". In my opinion there is just one chance to get it right. What I have seen suggests it will be a great game, so I hope there is nothing to worry here... As goodgimp said, calling it a new title set in the Elemental world sounds right. The one thing tying the two games together is the world. Yeah, the en

139 Replies 405,643 Views

My budget is around 1000e, no strict limits. I am from Finland, so EU prices apply. Currently I have three paths forward, and I seem to be flipping between each choice on hourly basis (as seen in my previous two posts): Buy a laptop that is fast enough for all my gaming needs. It is hard to find a light, fast and somewhat affordable laptop. Buy a laptop that is fast enough for the most important games. Is HD 3000 enough here? Maybe add in a dedicated gaming de

15 Replies 22,864 Views

Zenbook is what I am interested in, too. The original question might be a bit misleading about why I am purchasing the laptop. My main use case is browsing net & programming. I don't play much, and the games I play aren't really that heavy. (Combat Mission from Battlefront, and then some old games, from MoM and XCom to Baldur's gate and so on). It would be nice to be able to play FE on the laptop, but if not, I have to find another solution. Maybe I will buy dedicated

15 Replies 22,864 Views

It seems to be quite close to the beta release of FE. And I don't have a machine to play FE on. So, I am thinking of buying a new machine. I have spotted a laptop which I like, but it has Intel HD 3000 as graphics chip. Now I am wondering if this is enough to play FE on low settings, or if I need something more powerful. For me, low settings are OK, but extremely low frame rate is not. As far as I understand, HD 3000 should at least support the game (as it has directx 10.1 support).

15 Replies 22,864 Views

How will you make runaway-combat not part of successful game play? I can see at least two different types of this in FE: You have a faster unit (as in initiative). Without knowing the actual system, it seems it would be possible to move in & attack on your first turn (no retaliation), then on your second turn move away. Now the enemy can close in to you on his turn, but doesn't have enough moves to attack you. On your turn you will move in & attack + move away on se

79 Replies 170,688 Views

If you want "harassable" trade routes, maybe implement it in a way where if enemy occupies your trade route (road in practice), the revenue will be cut down 20% per turn. If the route is open, it will rise 5% per turn until the maximum value of the route is achieved. This way defending your roads would be important, but you could not lose a caravan. Losing caravan units is just boring (rebuild it, send it to destination and get it killed again... who bothers). Also, an enemy unit that

52 Replies 66,088 Views

I like the concept of "guardian demons". The idea would be: They draw their power from population. They are free moving. They are powerful in your own land and weak otherwise (so you can't use them for attacking or exploring). They are even more powerful when stationed in a city. The bigger the city, the more powerful the demon will be. If you lose population (that is, you lose a city) they get angry. They become much more powerful fo

95 Replies 92,841 Views

Yeah, the siege is somewhat ugly in that there is no reason for why it takes exactly N turns to siege a city. It just happens to be so because, err, we say it is so :) And I can see it slowing down attacks needlessly (why must I siege 5 turns this city containing one peasant???). Now that I look at my ideas above they are needlessly complex (as in coding, and also in game mechanism). My favorite from that list is magical units which are powerful in your own land. It is easy to underst

95 Replies 92,841 Views

Some ideas for the attack/defense balance. This all assumes there really is a balance problem instead of just not-yet ready AI. Summonable guardians. These are not city-guardians. These are units which are fast moving. They are powerful inside your borders, somewhat weak outside of your borders (so you can transfer them to disconnected sections of your territory) and really weak in enemy territory. This would allow for counter attack outside of cities, too. Automatic

95 Replies 92,841 Views

There is the question if attacking is too easy vs defending. If defender has not enough advantage, then AI should use steamrolling too. That makes for a dull game. The typical situation is that you have two cities you need to defend. If the attacker can mass his forces against one of the cities, and choose the city to attack at will, then defending both cities needs 2x the army the attacker has. So, the defender should either have enough time to see the attack coming and mass his forc

95 Replies 92,841 Views

Two more ideas about the wasteland harassment: some wastelands could be really picky about their borders - go in and they get angry. Other wastelands could be much more relaxed: passing through is OK as long as you don't visit certain sacred locations or do some other wasteland-specific harassing actions. (Don't cut down the trees of Fangorn...) The second idea is again from The Lord of the Rings: a sovereign / champion class that specializes in controlling the monsters of the

29 Replies 136,840 Views

I love how in the Lord of the Rings there clearly has been a long buildup of tension. So it would be cool if monsters, and especially wastelands, would slowly turn more aggressive based on events, how much you (or other players) harass/pressure them or just time passing. An event could be to get a mission you must complete to calm down a powerful wasteland (destroy the ring!). It could also be funny if you could on purpose harass a wasteland close to your enemy. With the risk that thi

29 Replies 136,840 Views

[quote who="Frogboy" reply="45" id="3013724"] In WOM, by end game, every faction played pretty much the same way (bunch of guys with lord hammers). That was obviously not be design but rather due to the AI calculating what the "best" weapon/armor combo was and becoming predictable about it.[/quote] Would it be possible to have just a little randomization in the stats of items per game/per faction? In one game lord hammers would be +5% in damage, in another -5%, while at the

69 Replies 149,036 Views