[quote who="Heavenfall" reply="1" id="2962993"]More summon spells, more combat spells![/quote] I agree, the game needs more tactical spells and an AI that is not afraid to use them. Tactical spells such as; 01. Summon Worg Pride, Summon Giant Spiders and Summon Wolf Pack where the summoned creatures would last for 1+ 1 turn per caster level. 02. Break Summons, Control Summons, Dispel Summoned Creatures 03. Flood Lands - makes 25% of the tiles impassible
Edwin99
Suggestions: a. Race Specific Weapons - i.e. Trogs being stronger can wield weapons that the weaker races can't. Alterians have early access to Pikes, while other races must research polearms. b. Race Specific Spell Books - i.e. Wraiths start the game with access to the Undead Spellbook which they use to summon skeleton and zombie armies. Though other sovereigns can learn these spells, it will take a long time for them to discover the secrets of this book of magi
The biggest weakness in EWOM is that a winning strategy is - build one big army and march throughout the world to crush the AI. No need to complete quests or engage in diplomacy. Just march and crush the AI. This makes for a really boring game against an AI that sends out unguarded pioneers (settlers in Civ Terms), never builds archer units or catapults (in Civ 3 the AI builds catapults, archers, tanks, etc), waits to attack until the human army is so strong that i
Any chance of updating the AI so that some AI sovereign's field armies with archers and magic using sovereigns/champions?
IronKaiser, good explanation about how espionage could work. To make it more interesting, why not add counter-intelligence tech? Exampe: A garrision in a level 2 city is hidden, your espionage tech level (I) would normally show you the garrison and other stats of the city. However, your enemy has Diplomacy > CounterEspionage I, this means that you see no garrison 50% of the time. Example: A garrison in a level 3 city is hidden; howver you have Espionage Le
Good idea. Suggestion for City Encounters City (Level 1) cannot hide strength of an army, only that of champions ---- A City Level 1 with a champion(s) for a defender would appear as if it was undefended. City (Level 2) can hide a 200 point or less army (and all champions) City (Level 3) can hide a 300 point or less army (and all champions) City (Level 4) can hide a 400 point or less (and all champions) City (Level 5) hides armies of al
[quote who="Tim4fun" reply="48" id="2958355"]but the champs should want to be on the winning side...[/quote] Some champions would want to be on the good side; i.e. Raze Kingdom Cities = Less Appeal to some Kingdom Champions i.e. Raze Mancer Cities = Less Appeal to Mancer Champions If my Ironeer Sovereign burns and pillages Mancer cities (razes them) it should be harder for him to attract Mancer champion followers. If fact, it may ( a % chance bas
Question - Are army units traits all assigned at creation or can Army units choose more traits based on experience? Does an Archer unit that has survived 10 battles gain access to more traits as opposed to an archer unit that has not been bloodied in battle?
You are welcome to use these ideas. Thanks for the info about monster-guarded goodiehuts. I will try my hand at this. From my perspective I would really like to see monster guarded goodie huts that offer unique combat challenges - such as opponents with archers, mounted units and terrain that limits your movement options (archers on a hilltop surrounded on 3 sides by impassible terrain, with the sole pass to their location guarded by.....) That said,&nbs
The paucity of create encounters in EWOM makes for a rather predictable game; darklings, wolves, spiders, bears, golems. The fights are not challenging and require no skill to win. I would like to see a greater variety of creature encounters added to EWOM. Encounters that would require a bit of skill and tactical acumen to win. Encounters such as; Giant Spider (take the current spider image and englarge it 5x so that you are facing a reall
My top 4 AI wish list for 1.3 series 01. Some AI sovereigns will follow an Archer based strategy - researching and fielding archer units in combat (now no AI sovereigns field archer units) and using magic to support the archer units (i.e. Pull of the Earth against enemy melee units to slow their advance, shield to protect archer units from enemy archers, etc.) 02. Some AI Sovereigns
Have can we use charisma to spice up the game? Charisma should affect your abilty to gather information, recruit new champions and retain the loyalty of champions that follow your sovereign. 01. A few champions can only be recruited by a Champion or Sovereigns of High Charisma. In a hut at the top of the mountain resides a skilled swordsman, a master of the blade; long thought dead. Not interested in gold he will&nb
Encountered an enemy army with an archer champion. This was a welcome surprise, as this single archer quickly slew two of my squad units and forced me to attack, rather than waiting for the enemy to advance. In EWOM I use one of two strateiges that the AI can't counter. 01. My sovereign casts spell blast, my fellow
Great, the races will be differentiated from each other. if you are playing one of the smaller races (each faction has different starting stats). Tarth units get +10 to Defense when they are under 50% of their hit points, making their defenders even harder to take out I wonder if the different races will have access to unique weapons or battle tact
[quote who="Satrhan" reply="53" id="2955358"] *You could easily add some faction variety; certain factions prefer big cities and get more tiles (and thus more production) in the bigger cities, while others prefer small towns and have a more distributed production. This also means different war strategies, because losing a single city would be a huge loss for the former faction, while it would be less so for the latter. On the other hand the former would be able to concentrate his d
RE: Tactical Battles I am looking forward to see what you have in minde for your tactical battle AI improvements. In a game last night I was able to steamroller the AI with my standard battle tactic - using: 4 heros with magical armor and sword, Spell Blast and Pull of Earth. With this strategy I was able to destroy all armies I faced in Tactical Battle. From my point of view the 3 problems with the tactical battles are; 01. AI nev
"There are two types of champions in Fallen Enchantress, kingdom champions and empire champions. Players can only recruit champions from their allegiance, opposite allegiance champions can be attacked." I like the restricion on being able to only recruit champions of your alleigiance; however, I would 1) Like to have the option to slay champions of the same allegiance with the effect that it would make it harder & much more expen
I would like to see an occassional sovereign that uses magic in tactical battles. So far, I have not encountered an AI soveriegn using magic in tactical battles in 1.2x. I would also like to see the morale effect added, as was alluded to in an earlier post. Perhaps this would only affect units if they were attacked on opposite flanks (sides of the tile) I.e. Attack a unit from the front and rear on the same turn and the rear attack either tri
2 AI Improvements I would like to see: A. Tactical Battles - give me some opponents that uses magic. I have played several games where my sovereign is the only one using magic. I would likely consider implementing this by have the AI sovereign randomly choose a strategy for advancement at game start: i.e. 75% Warrior (Focused skill points on Strength), 25% Mage (Use skill points to increase Intelligence). Thus 1 of 4 sovereigns, on a
My thinking was that units of 4 men are really 200 men - and how would 400, 1200, or 2400 men enter and explore a dungeon. Taking an army of 8000+ men into a Cavern, into the great hall of a castle, or a house does not appear to be realistic. With this enhancement "some" quests; not all quests, would be limited only hero units. Exploring catacombs might be a heros only tactical battle quest wh
If Frogboy decides to release a 1.4 update of Elemental I would like him to consider a focusing this update on a revamped hero system that would would raise the importance of heroes and quests in the game. 01. Quest flag for Hero Only Tactical Battles As listed in my other post, allow for quests that only hero units can complete. 02. Army Commanders - The hero selected
Udpated, and noticed that; Opponent continually sends pioneers next to my city where my Sovereign can easily slay them. In one tactical battle my Sovereign was continually casting spell blast (the spell that does 30% of sovereign's intellingence in damage) at enemy forces while they chased one of my units around the map. Even when adjacent to my sovereign they did not attack him. If they had just slew the sovereign they would have won the battle. Looking
I would like to see a flag for hero only tactical battles in quests. This would allow for battles where only hero units can enter battle. No friendly armies, no summoned creatures, just heros. Sample Quests with Hero Only Tactical Battles; Heros enter the lair of an ancient dragon. Heros encounter an evil lord and his guards in the grand hall of his castle Heroes explore a cave; home to a tribe of darklings. Hero
I suggest a flag for hero unit only tactical battles. This would be used to create quest encounters where only friendly heros can participate in the tactical battle. No armies, just heros. With such a flag I could build encounters that has heros exploring ancient caverns, the ruins of a castle or the interior of an inn. - Ruins of a dragons lair that only heros can enter. - In the hall of an ancient castle the heros
I too would like to see more random/unique buildings. Perhaps wraith research unlocks a building that is unique to the wriaths - Mummy Laboratory (allows wraiths to recruit Mummies - slow moving but powerful undead creatures) Or perhaps a building that is available early to the wraiths is available to the another fractions only after a quest is completed. - i.e. an anicent tomb is explored and therein is found the instructions on mummy creation.