I agree with everyone here. The endless chains of +1 to passive ability stuff is terrible. So boring and unexciting. You shouldn't have to choose +1 to attack. Heck, you should be getting that for FREE with every level up if you're a warrior. And the reason mages seem to have +xp is because they simply can't slaughter things as quickly as a warrior can I think. The plus to spell resistence chain also kills me. I would probably
Simplicity123
Yeah, I'd consider D&D 4e type solutions for making warrior combats more interesting. For example, maybe let a defender attacks automatically "mark" someone to not let them attack someone else except at penalty. This makes the defender sticky. Damage dealing warriors might have a rage. Warlord types might be able to give someone else a turn.
One thousand million times this. There's an injury system on champions to prevent people from ragequitting due to random events. I'm not sure why monsters raze cities to the ground and salt the earth. It's frigging infuriating. Sometimes, OFTEN, there is nothing you can do to stop Mr. Angry Dragon from wiping you out. Injure me for building near a dragon lair. Have the DRAGON take the city. Maybe I need to beat him to get my city back. &nb
Now you're just screwing with us. Yeah, we probably deserve it after that last thread. There is a certain line where visuals are important in a game. It's odd integrating it into an expansion which is already going to be limited scope... but whatever floats your boat.
[quote who="ben_sphynx" reply="32" id="3329378"] Frogboy, you appear to be truly terrible at this game. You seem to be able to eek out any tactical disadvantage available in the combat, eg skipping turns for units that can attack (ophidian, one of your heroes with a ranged staff), while not leaving them somewhere out of range of being attacked back. Or casting curse on wolves that have no defense. If that actually does something useful, I have no idea what it is.
Elemental *was* this way. Not as good as it sounded really. Pretty much every place where there is this random aspect is being slowly removed from the game. Tech randomness -> Tech tree. Level up randomness -> Level tree in FE Legendary Heroes. Strategy games are about choices and removing choice from teching really doesn't add to things, I feel. It detracts.
Great. This sounds like a nice pack that'll really add to the game. Really nice stuff in here. That said... I've said it a number of times. Everybody seems to say this... Please fix or change the governor path. No one is going to pick a champion as governor if the governor power means that the champion must be stationed in a city. Why is this constantly ignored? How is that guy supposed to level? The adventurer's guil
I actually think the crafting idea would be a nice one if it could be implemented correctly. It would add depth to the unit creation feature, which while it doesn't feel like it should be lacking, is a bit. I'm just not sure what entirely a crafted weapon entails. Better stats? Kind of boring. Spell-like abilities? Aren't those spells? Maybe a spell-like ability that doesn't use mana? That could be very useful... And
Yes, you can give the +mana trait to begin as a custom sovereign, but you gotta balance the non-customs too, no? I've played with Magnar and Ceresa. Don't get me wrong, Dirge of Ceresa and Horrific Wail are fantastic for clearing out troops. Mages aren't underpowered. They just level more slowly because in early game, you only get mana so quickly. Haste/slow are also very nice lower level spells. I like the spells mostly, except for burning h
One thing I've noticed about the game that I dislike... It is much harder to level a mage sovereign than it is to level a straight warrior. The reason for this is that spell abilities generally require the use of the mana resource in virtually every battle. A lot of effort is thus required in the cities to support your sovereign by making shrines, herbalists, etc. You must turn one or two towns into conclaves and then focus on mana resources. You have to avoi
In my opinion, the game has a basic problem with pioneers. You want pioneers to have a real cost to fight city spamming. For this, I think that having pioneers cost population is the correct approach. That said, you need pioneers to place outposts as well. But outposts are almost worthless compared to cities. They flip sides on you, they don't contribute to your economy. They just hold land. Poorly. Two ways to go: 1) There
[quote who="Frogboy" reply="17" id="3312973"] Quoting ManiiNames, reply 81. Expert now has some challenge to it, before it didn't have much so I previously played mostly on ridiculous. 2. I'll chime in w the above comment about road building. It is incredibly annoying to have to make huge loops around the 'U' shaped road system. This can be counteracted some with a governor hero who has road building, but I'll be honest and say I am
[quote who="Alstein" reply="6" id="3312623"]The road looping thing, cities do need to connect to each other when cities are formed. I really think road building should be changed heavily in the expansion, but that's another topic. [/quote] Just because it's brought up multiple times in this thread... The roads are annoying as is. Random pre-built roads plus your cities random connecting. Click on city, click build, click build
The only reason I hold out any hope for Fallen Enchantress is Stardock's support for games in their past. But reviews have to judge a game based on what's released. Not on potential. Fallen Enchantress is a solid 7 game as far as I'm concerned at the moment. The reviewers are bringing up a lot of things that beta testers said during beta... By the way, XCOM is fantastic.
[quote who="CogBurn" reply="1" id="3246732"]I'd like a menu in the city management screens somewhere where you could choose two cities and click "build road" and then design the layout of the road pathway between them, and queue that road for a small production in the build queues of both cities (Just something in the 2-4 turn range, depending on road length). Maybe only if you have a path of governor hero in one of the cities or something.[/quote] This is exactly the CivRev model
Graphical issue. At the end of my river, there's a waterfall. Problem is that it's floating hundreds of feet in the air, disconnected from the rest of the river. Also, the falls aren't going into the ocean... These floating falls are in the middle of the continent. :-/
I disagree that city defense should be five times stronger. A little bit stronger so city combat wasn't such a pushover, I wouldn't mind. Heck maybe just increase the number of defenders by one or two and keep the same current algorithms for unit strength. It's very easy for a sov to walk through a kingdom unless the other sov is around.
For some reason, Ocean's Mantle isn't castable for me in my game. I saw it on level up... Chose the water level advancement to get it, but then it didn't show up in my spell book. Playing as Procipee. I have the requisite life levels.
Scout units are terrible and level 1 spells are underwhelming at the moment. But we want to keep them somewhat weak in combat to prevent sovereigns from being overpowering. I propose a level 1 scouting spell for Air. Something that lets you pick an area and then bling you can see what's there. The air sphere could use some help as it is anyways. As a secondary, related idea, water might get a higher up spell related to scouting out the water. Perhaps, revea
[quote who="GFireflyE" reply="2" id="3244812"] As I still believe there are serious problems with the map generator, I’m going to put out some stats in how long it takes me to get an acceptable game going: Ctrl-N Count: 8 No Essence Count: 5 Ctrl-N Crashes: 3 Duration till acceptable game: 10min I have now found an acceptable start. It’s actually quite contrary and contrasting to what I’ve received in every single p
Reminds me of Tropico. Letting evil players choose to leech from the kingdom's finances for personal gain... Not sure it's a good idea though. More complicated. And obviousl, sovs gain is the kingdom's gain here.
It's not that the outpost upgrades are unfun. I find the upgrades completely useless as far as I'm concerned. Unless I want to pepper my entire empire with upgraded outposts (which is unlikely) for attack/defense bonuses. Which is a waste of a pioneer in most cases.
It was ridiculously high before. It feels better than it was now certainly. But there's a lot of strong creatures that deal more damage than sovs and champs have max hp. I guess defense would protect against that... Or cannon fodder. I prefer needing the fodder to not needing other troops at all.
The Civ, warfare, and Magic trees are not equally useful. The Civ tree is downright necessary. It gives you food. It gives production. It gives research. All of which gives you more of anything else. The knowledge tech of Civ alone doubles your research. If you found more cities, it triples to quadruples it. The mining tech is also incredibly useful. Oh yeah, it also gives you all of your gold. And the unrest buildings. <p
A group of ophidians attacked one of my cities. Blam. Now the area is unfertile and can't be settled again? That's pretty harsh. I thought this was changed with this build?