[quote who="Illauna" reply="15" id="3425860"] Quoting NoPJag, reply 14 What a tease ! It looks almost like a MOM 2 interface. Insta-buy if so, given that it never left any of my machines since the release in 1993 Willing to believe but wasn't it difficult to secure the rights to MoM ? I think Stardock already tried no ? Please keep the Attack: 4 swords mean : 4 * 0.3 = damage (and so on), with most spells implementing a change on that (enchanted sw
NoPJag
What a tease ! ;-) It looks almost like a MOM 2 interface. Insta-buy if so, given that it never left any of my machines since the release in 1993 ;-) Willing to believe but wasn't it difficult to secure the rights to MoM ? I think Stardock already tried no ? Please keep the Attack: 4 swords mean : 4 * 0.3 = damage (and so on), with most spells implementing a change on that (enchanted swords, mean 0.4), Some spells + 1 Sword, etc, etc... There you go. I'm all hype
Hi, My opinion is that I would like a new stardock 4X game in a medfan setting, with dinasty like you said. But I also want to have something fresh and new. While I like Fallen Enchantress, I think I want a new lore, world. I think also for Stardock the company, it would be better to come with something branded new and not something that press would consider as a next iteration of Elemental. Anyway, I'll give an eye to anything new from Stard
Hi ! Happy thanksgiving (even if we don't celebrate it here). Also, the more I play Fallen Enchantress, the more I enjoy it !
playing with Oracle Ceresa, and infection spell does not seem to spread to other enemies unless I understood it wrong.
Hi ! Just tried a game. It's quite enjoyable. I will vote excellent this time (good last time IIRC). There are enough choices (I have still to try somethign else than Resoln to see how factions are different). Like most people, I want to praise the new changes in the interface. Book and the lot of new graphics assets, fx. I could not complete my game though because of a bug (I have found 3 in total so far) 1. The turn button was no longer available (enter d
Hi, I just voted. I voted good previously, and now I voted fair . I'll explain why. Obvious to me, the game has never been better than now, but at the same time I think there are still some balance issues and the general state of the game if near release worries me a bit. At the same time, I sometimes wonder if we are not too much demanding. But I will get FE for free, so maybe I'm not to critical because I think it is a nice gesture. If a friend would
[quote who="ins2" reply="39" id="3068387"]Also, perhaps on an expansion, PLEASE PLEASE let us craft or imbue, choose an icon for and NAME our equipment/weapons/armor !!! I loved the way MoM allowed you to construct magical weapons and give them meaninful names, and I would LOVE a the ability to do this in FE (perhaps through a spell, an ability or a forge building)...[/quote] Would be awesome of course !
[quote who="KaiLae" reply="37" id="3068365"]Have you (stardock) considered a "hardcore" mode/game setting where champions and sovereigns can die in combat?[/quote] Great idea ! (if we have a way to replace dead heroes)
Hi ! At this point, I think the FE is becoming pretty good: - The game has a lot more personality now. I don't know if it's already been done, but high praise for the cinematics for the wild lands area. - The game mechanics are much more understandable. Unit statistics: I'm looking at you ! :-) - City management is for me close to perfection: it's different from other games and it works. In a game with Resoln, I chose to develop Research first and it wo
Yeah ! It annoys me too. I don't mind that he uses designs when he plays the factions I designed the units for. But not when Altar uses units I designed for Resoln for example. Here I'm wondering if it's a bug. Maybe they did this on purpose ?
[quote who="mqpiffle" reply="34" id="3064653"]High population + high level buildings = greater chance to pop heroes. Or one or the other. Just sayin'.[/quote] We could use prestige to control that. Right now, if I'm correct, prestige doesnt do much more than giving a growth bonus ? It didn't appear to me to be a critically desirable stat in the game.
I'm definitely for some kind of permanent death for heroes. Right now, they look immortal. Lost tactical combat should not always result in death, but there should be a chance to have that. Let's say one of a 10 injuries. You know the game blood bowl ? It's a roll between a list of injuries and one entry is death. The problem is there are now a finite number of heroes at the beginning of a game, that's why they need to be immortal. Some other posts have suggestions abo
It is 500 mana to cast, takes 25 turns and you have to have 1 shard of each element (but not life and death shards if I'm correct)
I support this. Because later in the game, your heroes can do anything. With some maluses for mages in armor, you have to protect them => more tactics required. Normally, weight should lower initiative, but I never had any of my heroes with too much encumbrance.
Makes sense !
Maybe it has not been implemented yet? Anyway, I won the game with spell of mastery and I got a 0 score :-(
It would be nice to have some sort of indication of how many turns are left before you win ?
Just won a game using the spell of mastery. But just before I could cast it, IA broke one of my shards (fire). In the spellbook, it was mistakenly marked as if I was missing an air shard.
[quote who="Lord Xia" reply="3" id="3062962"]"Elemental: Dynasties"[/quote] I'm sold ! :-)
[quote who="Lord Xia" reply="1" id="3062927"]From what I understand, dynasties were not done well enough, and they didn't want to put the resources into that feature when they didn't have a solid way to make it work and be balanced, interesting, and fun[/quote] Yet, it was one of my favorite features in WoM ;-) And it was not so far from greatness? [quote who="Lord Xia" reply="1" id="3062927"]In WoM, there were a lot of bugs involved with the Dynasties, and they w
Oh! In that case, item and spell I don't think it is an issue. You could always give the item to a non death mage. I'm more concerned about the fact that in hero statistics you see sometimes a spell more than once: does it mean I could have had another pick ?
And another thing... Focus & Impulsive and fireball. I tried some of that and it wasn't what I expected. First turn : focus & Fireball charge. 2nd turn: Focus lost & Fireball. What a delusion ! ;-)
I'm just wondering why caused suppression of dynasty feature? If it's because time constraints or implementation problems (family tree, switching sovereign to another one), then I understand perfectly. But if it is because of gameplay issues, then I don't understand it. For me, dynasties are a good way to have some control on how many heroes you have. In some games, I tried to focus on the magic research path and tried to make 'super heroes'. But in
I agree this is annoyant ! :-) Not because of that particularly (I'm used to that limitation that MoM already had), but more because the city itself shows 9 available slots for units. If it was limited to army size, it would be easier to know why it gives problems and we would know how many units can pass a a time/