[quote who="Fearzone" reply="41" id="3294361"]Probably addressing any one of my issues on the list would push FE to an 8.0--even if there is just a hotkey to exit all units from a city. It seems like an oversight such a thing isn't there. If magic's power were more in line with warfare's, and adventuring were more practical, that would push it to an easy 8.5. We would need a generally better game on the level of an expansion pack for FE to score in the 9's, in my opinion, but
jutetrea
Agree! Much appreciated.
Way back in the day it was supposed to be: The sovereign was special, he had essence. He was also a badass because of the essence. He could use that essence to a) remain a badass b) improve his kingdom with his essence, becoming weaker and the kingdom becoming stronger and c) imbuing essence into champions for spellcasters, becoming weaker but increasing flexibility. Essence was a finite resource, and the only way to increase the total essence pool was to have of
lush seemed lush... playing ecology right now.
[quote who="seanw3" reply="822" id="3293846"]One thing I could do is set up each type of monster as its own faction so that they would be at war with each other. My previous post was meant to ask for ideas. I might have gotten the tone wrong.[/quote] NP, that's one of the reasons I was asking about the overall logic - i.e. are they generally supposed to stay close to home/lair? If so, that would work relatively well and would actually be AWESOME in terms of gameplay.
I'll "Awesome" again :) Attention!
[quote who="General_Jah" reply="818" id="3293804"]Hey guys I was hoping to get some help on the installation of ME. This is my first mod i've installed for FE so I'm kind of a noob. I followed the instructions in the installation doc to the letter, basically extracting all the files into the FE directory. ,[/quote] Note that it has to go into the subfolder \english -> FallenEnchantress/Data/English</sp
[quote who="seanw3" reply="815" id="3293494"]What am I to do though with the fact that fight numerous armies becomes tedious? How can I make the AI play at the same level on equal difficulties? While these are valid criticisms, there is no simple fix to these problems. .[/quote] The response seems a bit defensive, so apologies if you feel we're bashing. Its an awesome mod, and the responses are more in tune with potentially brainstorming the solution rather than critiq
Agree that the critics in this post are harsh. Any game I can play for 200 hours gets a higher score than the perfect masterpiece that only lasts 15 min. Modern Warfare had an awesome 1st person campaign - for all of like 10 hrs since it was primarily multiplayer. I never replayed the single player version. I haven't even played the campaign yet for FE, keep meaning to.. but one more turn, just one. or two. Damn, its past midni
Works well too, me likey
[quote who="sjaminei" reply="18" id="3293570"]Well, outposts costing the same as a settlement is stupid imo. (a settlement is far more worth it than an outpost) Maybe they should remove the outpost thingie from pioneers, and let sovereigns and governor champions be able to found them instead with maybe a CD? Would make more sense, and make you able to tweak pioneer costs a bit.[/quote] Good point - kind of like the pioneer/explorer and settler concept.
In my current ecomental XXL map, stormwind, 12 races, ridiculous - I'm about to get hosed. My power rating is around 200 and i've got 95 civ research saved up. Traded 200 a bit earlier. All the other AIs except 2 are in the 500-800 power range and have literally about 20k in available research points. 12k civ, 5k war, 3k magic (ish). Most seem to have 15-20k. I'm not in front of the game so I may be exagerating a bi
My ideas from this post: https://forums.elementalgame.com/437553 - Ideas to balance unrestrained expansion random ideas: Disable all city output/growth when building a pioneer - all efforts towards expansion! (i.e. no research, cash, growth, mana, etc) Each city ALWAYS has people that want to migrate, so there is ALWAYS a non-rushable pioneer
I've stopped using auto turn - movement points are critical and too many times i've missed that last picky update i want to make or need to change production, but finish all my moves and no cities are idle. I find its easy to hit "enter" when i'm sure its done, it adds about 10 seconds per turn but has saved me headaches. I do think there should be a "idle is good" flag on a city though.
Did there end up being a mod for this? Mod manager compatible? Just found your golem post and checked back through your older posts.
Very nice, looking forward to it. Could you let the mod manager dude know that its compatible so he can add it to the list? Have you looked at stormwind compatibility?
Betrayer + adventurer is fun Betrayer + wealthy is fun, just not as dramatic Wealth + civics (rush) is fun, but limited Beastlord is fun - 0 upkeep umberdroths. Some of these could be OverPowered, but really each has an opportunity cost and a risk. While you're focusing on champion research you may not be doing other things - and the AI may outstrip you in terms of cities, armies, mana, etc. I'
Great, thanks. Fantastic resource. Looking at it, the paths are actually kind of weak in terms of variety. Specifically path of the mage and governor. Mage can somewhat survive off pure power + speed. I really like Sean's class progression for MA - still needs some work (lvl 20 archer runs out of traits), but overall great. Just the fact that it opens up multiple paths is fantastic.
Wow, awesome. Question I always had: Loremaster: (I, II, III) (+1/+2/+3 research per season) Prereq: PathOfTheGovernor For stuff like this, is it cumulative or does it replace? I.e if I select the first its +1, then when I select the second - is it +2 or +3 (1+2)??? Makes a big difference - a total of +6 research is pretty impressive, a total of +3 research after 3 level ups isn't.
Following sounds interesting.
Are there possibilities of dependent mods? i.e. this mod NEEDS stormworld to work? If that's the case, should rule #1 look at dependencies? I'm assuming yes since I recall you mentioning there is a compatibility, so I'm assuming a dependency. Will random 1-off mods break the lists? i.e. I have a few items i throw into my game manually. Will this give the ability to assign priorities to installatio
I'm on an ecomental XXL map right now - as shadow with 11 opponents - so 12 total. I'm about to quit since I'm easily winning - 12 cities that are just building buildings/upgrading, all my faction power is coming from the free champions I've picked up. Lucked out with the "free ophidian" and an "anna" (wolf) - so had 2 long range scouters to pick up free champions. Now I have 12 champions, an ogre (quest), a set of wilbur's archers
XXL with ecomental - lush and ecology
Fun fun, playing as shadow adventurer. No real issues so far, except I'm easily topping the AI's (my 70 pwr to their 50ish pwer), met 4 so far. I haven't had any issue with expanding. using the XXL maps from ecomental mod. I also REALLY miss enchanter/scrying pools. Since custom factions aren't recommended not sure I'll try one. Also, town level ups and custom sovereign choices are still kin
i Don't really want my starting city to have less than 3 material, there is a spot in the elementaldefs.xml where you can set the minimum for material. Didn't see one for essence though. Even with the below I still CTRL-N a few times till I get a 4/3/2 or something. I like 3 material and 2 essence on my starting city. I'll sacrifice an essence for a 4/4 or maybe a 5/3. Production seems much more important to me early, and vanilla city level ups