[quote who="stein220" reply="19" id="3249670"]Carrying a stick is one thing, swinging it properly is another story. and you can't just find a branch laying on the ground. you want a nice, thick wood and it needs to be carved right to get the weight distributed how you want. but yes, hopefully the militia build times are reduced a little.[/quote] Oh so thats why it takes 5 years to train them! 5 years to train three guys to swing a stick.
Lord Xia
The henchmen only require the blood, no tech. Same with golems, slaves, and Juggs.
Does this mean we have to wait for 30 turns to make some millitia before we do anything with our sovs?
Please cut the Civ V shit please.
[quote who="Glazunov1" reply="18" id="3249266"] I do agree with you that more balance is needed between the strength of city resources and champions. But I think the point the GameSpy writer is making is that you can't successfully combine tactical combat, 4x TBS strategy, and roleplaying. [/quote] Hmm, I didn't read it that way at all.
I say take juggernauts from being a racial trait and make it a faction one. Their racials are fine with out it.
Maybe it's because Despair is not an actual "spell", it's an ability, it's being overlooked.
Yea, you alway should autoresolve against a dark wizard. Don't invade Russia in winter and autoresolve dark wizards, those are the truest statements in war history.
I think the Cleric building should have a 5% chance per month to heal a stationed champion's wound.
Yea, and it's kind of a hard quest. Would be nice to get something.
Yes it should.
[quote who="Glazunov1" reply="12" id="3249139"]I disagree with the first point about "disjointedness," which the writer evidently equates to breaking genres. That's not a problem, it's a positive feature. FE adds more genuine RPG style gameplay on a 4x strategy base than any other TBS I've played, and does it well. In an age where games are frequently differentiated by their graphics alone, it's nice to see a developer push the envelope to bridge two genres s
Yea, and he dodges like a mother fucker too. He's a scary little dude. Saw one that was level 20 and he and his army was listed as strong, when it probably should have been epic. He killed most of my troops and champions, I think he was able to get two despairs off that fight, I still managed to win, but took heavier losses to him than any other monster, including dragons.
[quote who="Leo in WI" reply="3" id="3249099"]Not a bad preview. My only disagreement is with #2 of the "What needs work" I honestly feel that should be in the plus column. I see nothing wrong with "Fallen Enchantress is easy to play, but hard to be good at."[/quote] And the thing is, a lot of us here who have played Elemental for years now, can beat the game on higher settings regularly and want more of a challenge, but I bet a ton of people who buy the game
How do people feel about the cost of some items? I had a nation that used "Light Plate" and the chest piece itself costed something like 650 gold. I don't think I would ever spend that kind of money on that. I could rush several buildings or troops for that.
I'ts a good and fair preview. As for tactical battles, I think a couple things would really help. Being able to assign placement, not every battle, but be able to arrange my army so I know if I do start a battle, my meat shields are up front and my archers/mages are behind. Also, I would want to limit the range of bows and magic. Right now as you start a battle, all archers can target a single enemy across the map. It's t
That would be great. Right now, it feels like a bad idea to train them in forts.
And it may seem that -5% unrest isn't that bad, but it's a hit on production, research and gold. And no quick and early way of countering it without giving up something else, like casting oppression but that takes up an essence slot for something else.
I assume it would be the total package; Pony, eyepatch, wit, charm, and the ability to "bring sexy back" to the world of Elemental.
I just don't like bonuses/penalties like that. They are powerful, you don't have to do anything to get them, and they seem arbitrary. On the surface you might be able to rationalise it as the attacking force is on unfamiliar ground, but what if you are retaking your capital city from an invader? It's technically their influence, but why would you have a penalty? It's your home, it''s your land and people you are fighting in. That
[quote who="Darksomen" reply="13" id="3248622"]I have one more question if you guys do not mind--actually i have about 50 unanswered questions but that will be for another time--Does the Cruel weakness mean a bonus of 1 to attack to you or a bonus for whatever mob you are facing and does the +5% unrest remain or can we work it down with techs?[/quote] The +1 attack is a bonus for your Sov, and you can work down the unrest with buildings and magic city spells.
Me too actually. I don't think I hardly ever used a healing item until the last couple of patches.
That makes sense, a lot of the armor in WoM didn't fit, I remember Magnar and his troops had it the worst.
[quote who="scifi1950" reply="10" id="3248579"] Quoting Lord Xia, reply 6I'm kind of glad, I'm in the middle of a good game right now, and was debating on completing it or updating and getting my pony. Lord Xia - I think I read in one of the posts (can't remember which), that getting the Pony was a special bonus they had linked to logins as a reward to worthy Beta testers. I sure hope this isn't some twisted Frogboy payba
If they just had a shield and chest piece to go with their club/mace/bow than that would make them sturdy enough.