Great read, Tasunke, thanks for pointing me to the thread. I especially like where you went with Resolyn. [quote who="Tasunke" reply="4" id="3105347"](don't expect any voice actors though )[/quote] I won't expect them, but that doesn't mean I won't want them. :)
Galwinganoon
I guess I should explain a bit more for people who haven't played Alpha Centauri... In AC, CEO Nbudeke (spelling?) Morgan was usually quoted for all the economics techs. Dierdre Skye was quoted for the eco-friendly / mind worm techs. Sister Miriam Godwinson would be quoted for various religious / spiritual things. When you're playing Kraxis, for example, not all of the techs would feature Kraxis quotes. Each tech would have a quote attached to
There is a lot of talk right now about faction differentiation. I think the discussions about gameplay-based faction differentiation are more important than this suggestion, but wanted to throw it out anyway because I think it'll help with the feel of the world even if it doesn't help with the gameplay itself. The problem: I like what I have seen of the lore for WoM and FE, but I find that it does not manifest within the actual game very often. Each sovereign and faction has i
I was thinking strictly about gameplay differences (as opposed to cosmetic differences)... Things like: Meaningful passive abilities / unique spells / unique buildings / unique tech for each faction that makes them play differently (as I posted here: https://forums.elementalgame.com/418741 ). There's an alternate take on passives / faction tech here that I really like too (<a href="https://forums.elementalgame.
I know, one time I got a spell that let my sovereign destroy 1/2 the citizens in a city to acquire that many hp... 1,000+ hp sovereign was pretty much invincible
14 Crash reports coming your way via Dropbox. I couldn't find a way to alter the email subject to be "Fallen Enchantress" using Dropbox. Is there a way or is the "someone wants to share a folder with you" title okay?
Thanks for pointing me there, Bingjack! I looked through regular posts on the forum and didn't see much in the way of faction differentiation, I'm glad it's being discussed as I think it's really one of the few things holding the game back right now.
Before I start this, I want to mention my favorite TBS games so that I can use them as talking points: Master of Orion II, Age of Wonders, and Fall from Heaven II (I won't play Civ IV any other way). I was trying to think what my favorite features in my favorite TBS games are that are not in Elemental and I finally figured it out: faction (race) differentiation. Every time you play a different race in the games I mention above, the game plays VERY differently. In MoO2, for
So I was exploring the Wild Land that has the ice giant in it (I don't remember its name, but I think its title is something like "Guardian of World's End"). I saw how powerful he was and left. About 30 seasons later, the giant left its frozen home and started attacking my nearby outposts. Although I didn't expect it, I thought it was pretty cool and had to rally both of my armies to go defeat the beast (fortunately, my Sovereign was a Fire Archmage and I was
Just checked and it's still a bug in .86. :(
Something like a check to see if there are multiple, substantial threats nearby before vacating your city. Not sure if that makes sense, but what I was able to do in .76 is: Send a 3-man squad of horsemen near an enemy city and raze their elemental nodes, mines, etc. while keeping my real army right outside their border. The AI would send their garrisoned army out to deal with my pillaging group and I'd basically just walk into their cities (the mili
2, 4, 12. I miss dynasties. :(
Definitely agree about the city representation (walls, siege defenses, building layout, etc.) in a tactical battle. I was actually about to write a post about it. I don't have any issues with the single attack wiping out multiple enemies (see Sauron at the beginning of Fellowship) or the "multiple guys attack at once" thing.
Also, I loved Blood Curse. I didn't really see a balance issue with the spell particularly. Sure, I did get almost 1,000 max hit points on my sov, but I think 25 turns of adventuring through a wildland and sacrificing 1,000 ciitizens is a fair price for a nearly-invincible sov. Blood for the Blood God!
I remembered the UI issue I had... When a City levels up and you're given the ability to choose a special improvement that you're able to build there, I'd love it if I could access the City Details screen to see what what I've built there, what it needs, etc.. My memory isn't the best and when I'm managing 7+ cities, I don't always remember which is which. I suppose I could work around this by naming my cities "Research City I," "Farmin
This isn't another "OMG, nerf maul" thread. This is a short discussion on what it means to be mauled, how that is represented in FE, and how I think it should be represented. Okay, so when I think of "maul" outside of the game I think of giant hammers and being crushed by them with one powerful hit... Seems obvious enough since that's the definition. I do not think of being hit multiple times in rapid succession (which is how the ability currently works)... E
So, I just completed my first "real" game of Fallen Enchantress and figured I'd write up my thoughts. Details I played a random, small map on normal difficulty and had two other races in the game: Relias and Kraxis. I won in about 350 turns with a conquest victory. My character was a paladin-type champion, focusing on melee damage and Life magic. Early Game Having learned a hard lesson about
Yeah, I'd definitely recommend making this off by default. I looked through the options for something like this before I posted but was looking for something with the word "map" in it. Thanks for cluing me in. :)
Whoops, meant to post this in the support forum. Mods, can you move / delete this? Thanks!
Basically, I can rotate the map using the middle mouse button and dragging but it always snaps back to the original orientation. I like to align my view in such a way that the city names can be read normally but I can't, they're all diagonal. :(
[quote who="Frogboy" reply="22" id="3067163"]Derek and I found a bug in the maul code this evening. It's supposed to lower your accuracy by 4 each time you strike but it wasn't working as designed. Next patch will fix it.[/quote] With the next patch, the world shall be filled with the lamentations of a million bears. R.I.P. Niobhe, your death will be avenged... Soon. [e digicons]}:)[/e]
I played WoM a bunch back in the day and just got into the FE beta today. I had lovingly crafted a sovereign, Niobhe, and an Empire of Manflayers to call her own, and I started the game. About eight turns in, I had recruited a champion, trained a militia, and summoned a couple clay golems or whatever they're called. With this small army, I spotted a bear near my empire's capital and decided to attack... What did I have to fear from a little bear
Wow! I'm totally going to create my sovereigns so they only use spell types you've redone. Let the NPCs have Earth and Air (for now)!
I would as well. Specifically, I'm looking for hidden values for this node: From the file: CoreAIDefs.xml I'm hoping for something to create additional diplomatic modifiers (e.g., "MuchStrongerMagicThanYou"). Thanks!
I guess I phrased that question incorrectly... I'm looking for values that aren't currently available in the XML file. I've reposted this question on the following post since it seems to be the same thin: https://forums.elementalgame.com/394705