Oh yes yes! The MoM mod might be possible! Levitate my harpies! Amazing work FrogeyOne. Keep up the good work! I wish I could apply for your quest editor, but I don't know enough .NET to apply. Unless you guys got a spot for an intern, by chance?
Raledon
When you have the Krax blood ability (fortification), the unit will prefer to stay in place fortified, instead of moving to block the way to the archers, and then fortifying. Enemies seem to hit quite a lot at low numbers (~75 accuracy against my 65 dodge). It might be RNG, but worth checking. A bug where you can enter a goodie hut without killing the monster on it. I think it happens because of multithreading, as well as other similar bugs (engaging an enemy unit and moving b
[quote who="Madcatter" reply="6" id="3217550"] You do need the powerful tool known as notepad. Pff, low-level garbage. Tremble before my Notepad++! Now if only I could get a Flaming Notepad+++.[/quote] How to make a Flaming Notepad+++ (note- the + signs indicate levels. Notepad++ is better than notepad due to correct grammar) Step 1: Buy a license for Notepad++ and install it. Using unlicensed, notepad, will yield
Hey Seanw, I am happy to see your list, seems to contain a lot of good information (didn't go into details). I especially liked that you returned city level-ups to be of some use. A couple of additions to your list: 1) Resoln and Tarth are missing a racial, unique ability. I believe that Tarth could get the Master Scouts into their racial strength, and Resoln Binding. I also believe that shard level two and three should spawn bigger elementals from binding. 2) More
Just a small point: You took a pre-made bunched skillset and races, and tried to discern if they are good or bad. You did it based on personal experience, instead of the actual starting perks. For example, giving Verga a 6/10 early game? Really? He is one of the strongest starting champions, what with the extra defense, strong weapon and blindness (!). Not to mention that you are starting with training, allowing a quick rush of mediocre troops (instead of pure cannon fooder).
You forgot alchemy: 100 mana to 100 gold. You want it the other way around...
I just did a 1.5h game in hard, small map against 3 AIs. Took only one autosave, so not much of a chance for it to affect me.
Things I noticed the AI is doing wrong. I am playing on hard difficulty, with a death based buffed melee sov, and I had a pretty good start. 1) Kraxis doesn't clean the area well enough. Even when he does clear a camp, it takes him time to take it. I saw him clear a camp, then wait a turn, letting me take it instead. Note: I am not sure if he that is intended, but he got more level picks than a PC sov. 2) I am not entirely sure how, but Kraxis sov got the Merchant
. [quote] (1) How do you think we should refer to this game? Elemental: Fallen Enchantress or just Fallen Enchantress?[/quote] That depend on your logo and plans for followup games. If you plan to do more games in the world, but not ones that has no connection to FE, keep the elemental. If not, there is no actual reason for it (as Elemental: WOM left a bad taste). [quote](3) What sorts of additional magical spells would you like to see us add bef
First of all, I disagree that a champion should receive exp based on the production of the city. Either you would attempt to game it (getting 49 exp in city and leveling by a monster), or would otherwise be inclined to use it. If I want an effective governor, I'd have to put him in a large city, instead of the new one that actually need the boost to grow faster. On the other hand, I do believe that ALL (yes) units should receive 1exp/turn. This will get our new unit
[quote who="BlackRainZ" reply="3" id="3208297"]Your not getting it, different levels of cities gives you access to different buildings which give more bonuses to different things. You can't get to those levels without the right population. The way you are saying it is that any city can reach any level and this is just not the way it is supposed to be and you are simplifying something that doesn't need it. I think the way it is now is fine.[/quote] I haven't noticed any cit
The start is mostly random, with preference for fertile lands. I had a starting location with no fertile land in sight once in 0.95. I suspect that the map is still pre-made and not randomly generated, as I landed on similar spot at-least twice. On the other hand, I agree that 3+ material and 1+ essence is pretty mandatory for a starting location, though I could say that for being cornered and stuck between a mountain and sea at the start as well.
[quote who="UmbralAngel" reply="7" id="3208218"]All of the resource improvements should show up in the city build list even if they aren't enveloped bye the city, though it could make the list really long with arcane monolith spam.[/quote] Not entirely. If you got 9 shards, 3 from level 0 , 3 from level 1 and 3 from each of a different element, you'll add 5 items to the list- each of the level 0 shards will be divided by the type of shard-resource it giv
[quote who="Glazunov1" reply="1" id="3208240"]You realize that Brad knows all this, but has to write all the tedious and book-long AI rules, which takes a great deal of time?[/quote] While it's true, we provide feedback anyway. What if he don't know, or didn't notice some of it? For example, unit moving one tile/turn instead of charging is different from 0.915. While I am sure that it happens because of a code change, you never know what might skip his eyes...
I've just checked your reply to 4) in game. Due to a bug, I had a game where my cities actually received the 10%(of pop) production and research(probably a hero from 0.915). Within normal games, the only bonus you get from leveling a city beyond 2 is a level and a small amount of research (1 per level, I believe) and a building. If you'd change the mechanic so that you'd have to build the city level-up, get rid of population and make taxes based on city level, the
In beta 4, a new city system has been introduced. The major changes: 1 ) Essence has been introduced, 2) buildings can be upgraded , 3 ) city specialization and 4) re-balance . 1) Essence : the new Essence resource is a nice improvement. The problem is that Essence is very strong, and important to both Fortress and Conclave cities, with low effect on Towns. Also, a problem it posses is that
Rushing certain stuff gives me money in my first city (fortress), instead of paying it. Monument improvement for influence and building share the name, causing confusion.
A small suggestion on how to UI the issue of the species into the nation of either kingdom and empire: When creating a faction, the first tab will force a player to pick a side (kingdom/empire), with a description of differences (for example, kingdom uses life magic, while empire uses death magic). Second forced pick is a race, with description of abilities and special abilities. [quote who="GFireflyE" reply="33" id="3171290"] True enough. I really like Kongdej
Only Yithril can create the juggernauts, custom factions cannot, as they cannot research it (the research do not appear in the list). Tested with a master smith, master scouts, plate mail and Trog civ. Drain life sometimes bugs and restore health to both parties, instead of stealing. In order to get the water enchantment spell that reduce mana cost for tactical spells (forgot name), you ought to start with water rank II, else it bugs and you don't get it at water rank IV.<
Playing the game on hardest (ridicules) with all the options being on norm. Unsurprisingly, I failed to beat the game. This was done due to two factors: 1) Player units (computer) grant a very small amount of exp. Beating on an earth elemental is easier, and probably give a better exp reward than a small army of mediocre units. I am not sure if it's intended, but the whole feeling is that it's way harder to level champions compared to earlier versions. 2) Compu
I think that units currently are underpowered. While champions till level 10 or so are still on the same power scale of units, mostly based on which items you found via quests, casters aren't. When a caster reaches high level and start amassing shards, his power level skyrockets with land and levels. With a couple of water shards, casting blizzard (level 4 water spell, strongest AoE currently since flame wave doesn't work) can easily wipe 5-7 heavy units. Because the damage is
I vote for multi-tile cities for one reason- it's easier to spot when I'm conquering somebody. [quote quoting="post"] (1) It encourages players to create snaking cities that look ridiculous, are gamey, and easily exploitable. (2) It results in the maps, especially late game, feeling very urban as you have many cities that are often using 20+ tiles of space on the map. (3) They affect performance considerably late game (those beautiful, intricate b
Listing here all of the bugs (or what seems to be bugs) I notice during my games: I managed to create a sovereign who's icon show a blank yellow, without any image of the sovereign. His picture is shown properly everywhere else, though. Happens at combat results too. Sometimes, certain special locations don't appear on the cloth map. Lower land causes problems to mountains, even if not directed at them. Multiple stacks of enemies on the same tile. Somet
Tried the mode a bit, didn't like it (0.77). 1) It's buggy, if you cancel your building it sometimes stay stuck in the mode, looking at the city. 2) Doesn't really help, since city building doesn't matter.
Why oh why would you use Sunder? Fireball @ and Blizzards are the way to go! These creatures are so huge that they'll be hit more than once from aoe spells, so a fireball can hit it 9 times! Burn to crisps muhahaha.