When I choose "no" to a quest or "I can't at the moment" the quest disappear. Shouldn't it stay ? So I can try it when I'll be ready for it. Because at the moment you have no way to know the difficulty of the quest before starting it.
vieuxchat
It is not below the mini map, even though I'm in 0.86 and I've seen it below the mini map in some let's play videos. I'm in the beta since the start, I've installed the first iteration of the beta, then I've always used the upgrade patch (the 0.85 before the 0.86)
And I don't like shortcuts (unless for Enter = end of turn), I prefer something that can be played only with mouse (so I can drink a beer while playing :-P).
One easy thing to do to help differentiate is to give huge bonuses. What about a race that don't have upkeep from units but earn gildar from them ! Your citizens wouldn't give you gildar, only trained units. That would be a really different way to play it. Or a faction that gets mana from population and not from shards (shards could give gildar) Or a faction with units that have +100% HP, +50% defense and -75% attack Or a faction with +100% labor points
[quote who="Publius of NV" reply="1" id="3093287"]Deselecting the "Auto Select Next Unit" in the game options might help avoid that.[/quote] We need a button on the UI to get to the next unit that has moves.
I too hate the limit on items. I would prefer 3 level of use from objects tied to stats : a powerfull champion could get the best from an object. For instance : fire sword (int 7/15) below 7 int you get +1 fire damage, between 7 and 15 you get +2 fire damage and 25% to burn, above 15 int you get +3 fire damage and 50% to burn.
The bonus could scale with time/level/whatever. For instance : once the building is created you earn 1 xp the 50 first turns then each 25 turns the bonus get +1. Or + level * level of the city (so 1 then 4 then 9 then 16 then 25) Or +1 xp for each successful quest Or + number of successfull quests power 2. Or more trophies from quests and you can send trophies to the adventureers guild and each trophy would give 2 xp. Or add an action for champi
That glitch could become a feature : create a quest that would take the sov back as a champion for you (soul bind of something like that) :)
No you didn't jijack it, because a warlord profession could help with constitution : all units have +50% HP per level (or something like that)
Good optimization is never lost when you have a moddable game. Did you try to see the difference when you get a game within a game that is for 32 factions on a very very very very very very large map ? You advertized us for those kind of map when you were on WoM. I still hope our 64bit systems with 16 gig will be able to create games that last a year or more ;)
Or they could put more xp so we can get more traits to choose, but the good ones would only appear at some levels, or with a branching tree.
Good reading ! The more I play and I read, the more I think those professions and race traits lack some thought. Too many of them are remainings of WoM. They should just plan some meaningful choices to do at start.
Bandit Lord : that's my point. Most of the professions are only minor bonuses. Warlord is the only one that seem interesting because it could lead to interesting way of playing (sending my champion doing the hard work while I stay at home with the governor path). Profession is, in my opinion, the way to go to differentiate the factions. That's why the "summoner" trait is interesting, it changes how you play. It's not just a small bonus. An easy way to get gameplay
Adventurer seems more logical. I just hope warlord won't just give +1 to this and +1 to that, because it's not what I call "gameplay changing". Even +25% to xp isn't really something gameplay changing. Or Warlord would be : your champions get only half XP from combat, your units get +100% xp (or the reverse). That would let you play differently.
Hum... Or the sovereign could give 1 xp to other champions with him in the same stack each turn (up to twice the level of the sovereign) ? The profession should be gameplay changing, and no trait should mimic them, so each profession could be a different way of playing the game.
The sovereign only get +10% XP from other champions if they are in the same battle. So that profession is now useless with the new way xp is handeled. I tried to mimic some "fellowship of the ring" with the warlord trait and some race trait that give bonuses from quests and trophies. But quests give too few xp, trophies a too rare. And the new xp mechanic cries for a "one champ" strategy (with "paragon" spell you can easily create a killing machine)
Please. No "requirement". I just hate to not be able to put that "magical" hat because I'm not a level high enough. Instead use the stats of the units : intelligence shouldn't be only for magical resistance and magical focus but also to empower spells. So a low int hero could cast a spell but with reduced effect.
Damn. The time I searched for the right post, two person had the time to answer. Vieux vieux chat is an old old cat.
[quote]Frog's offer that I buy a failed game today so I could get an unknown game for "free" at some distant and uncertain date was just the sort of ploy i love to chuckle at[/quote] One thing you need to understand is that this offer is not for "new" customers, but an apologize for those that were there from the start (aka "preorder"). Fallen Enchantress is the game I wanted to buy when I preordered WoM. EDIT: And I'm speaking of FE right now, 0.85. The
I used Debut Video Capture. Very good too. And free.
The techs that unlocks recruiting of heroes become useless if there's no hero to recruit. I know they also let you try quests, but that would cut their usefullness by two. There need to be a way to get champions. Spell, diplomatic capital, whatever, but being cut from an important part of gameplay isn't something interesting in a "game". I don't want to be able to always get 4 or 5 heroes. But someone with no heroes should have a (costly) way to get one.
[quote who="seanw3" reply="176" id="3088468"]I can't wait to try out the terrain bonuses tomorrow. [/quote] I hope it's real "Terrain" bonuses, and not the already existing "Territory" bonus (that you get when you fight in your Territory).
It remembers me that Supreme Commander featured a "coordinated attack"... that was never working. The idea was really good (each unit had an ETA on their head, and there was one on each waypoint of the paths the units used), I hope we could get something like that in FE.
Am I the only one to F5ing my keyboard on the stardock store ? Damn. So much changes, can't wait to try them.
Let's summarize Civilization way of handling things : bribing units (you spend gildar to get enemy units go with you), diplomacy (force a treaty), inspiring fear (the number of siege units would be checked against the number sieging unit and a "morale" check could be made to see how many units would defect), inspiring disgust (the siege city won't get the "Territory" bonus in battle). All those things would cost gildar and/or diplomatic capital. Warfare way of