I played in the earlier days of Fallen Enchantress, so I apologize if you made significant improvements on these issues: 1. The enemies and the players had access to the same abilities, but only the player knew how to exploit world spells. Build land bridges, volcanoes to protect cities from advancing units. I never saw the AI do this, and it felt unfair. I'd say that if you are going to put cool ideas in, a filter needs to be can the AI be taught how to use this
blinkicide
AI will never be as good at protecting its top units, or creating a doom stack. Its advantage, at higher difficulties comes simply from out producing the player. Some ideas: - Make it easier for AI to wear down an elite stack with its waves of junk armies.... - Limit healing per season (This is what often lets a player survive limitless enemy waves) - AI needs to be better at using spells. Never had "kill," mana burn, or strategic spells like
Not sure I see this as a bug. I frequently have an outpost absorbed by a city, so it doesn't need to be separately defended in case of a siege. If its outside the city, then you need to split your army. It still provides bonuses.
mana blast let my henchmen run all over the map, killing dragons with 1-2 shots of mana blast, with just 2500 mana banked. Its too powerful imo. My hero was nuking for 500 with her mage tree enhancers. Perhaps if the mana cost scaled with the damage done, or something it would be more in line imo.
[quote who="Chaosti" reply="47" id="3353457"]- offer 2 upgrade 'paths'. 1 for the 'warfare' path and 1 for the 'magic' path items.[/quote] There really should just be an option to pick each item that gets upgraded, so you aren't forced to upgrade a whole suit of leather into chain/plate all at once. I mean the upgrade button just assumes the heaviest armor you have available is best and that you want all armor slots replaced. Not so, and i
Its rare for me, but it happens when the projectile seems to have some sort of pathing threw an object, or hill, or something -- i can't remember exactly. There's probably some calculations for displaying it that are causing it to hang.
Just going to piggyback on Arcayer's point: Its easy to use whisp's mana free heals and spells to heal up at the end of every fight, by purposely prolonging the fight at the end. This means, that no matter how many weaker armies the AI sends at me, it cannot wear my army down. This is bad for the AI, cause the primary advantage of the AI at higher difficulties is to send swarms of armies at the player, which have no hope of beating any of the players
[quote who="BernieTime" reply="141" id="3349516"] I've noticed that Champions with XP Bonus traits/items (Tutelage, etc) gain more than 25 pts from Destiny's Insight. Not sure if that's WAI or not.[/quote] Think any +exp source is modified by the exp modifier, such as training books and such. Think its working as intended, just a subtlety.
On beta test strike till I get to play with these new changes [e classic]:lol:[/e]
I just imagine the AI fighting another AI with this skill, and they both do 1 hit damage, healing 6hp every time. Infinite loop.
Altar faction is unbalanced in this regard, as you can just churn out 10-15 henchmen, get them all one extra low level (if they start at a fortress), and now you got 15 commanders with administrator III and 150 unrest reduction.
The units were probably standing on top of the city but not in it. This can happen when you use your garrisoned army to attack something, they will end their turn "ontop of the city" -- which I guess is suppose to be mean they left the city gates. I put this problem up as a bug myself, but had it pointed out the mechanic could be purposeful.
I agree, spells are very powerful. At high difficulties I find tremor/freeze/cloud walk critical to controlling large kingdoms with my relatively few (but elite) armies, as it gives me time to respond to threats. I discovered mana blast from a quest, and it feels too powerful to use really, as it gives all my henchman a nuke that kills anything. I suppose all this would be balanced if the AI, which gets access to the same spells, would use all these tools against us. &nb
[quote who="Naidrev" reply="3" id="3348673"]Change Guard so lasts until the caster's next turn, not the turn of the unit it is used on. It rarely lasts long enough to be any use as it is. Perhaps have it fortify the tiles it is cast on, rather than the unit, so the effected unit cannot run around with the protection.[/quote] You read my mind there. Its hard to get a situation where your defender is close enough to act (*cough* the 2 move defender construct hero), his turn co
Hello Stardock, thanks for the opportunity to play in this beta release. Overall this game has some great strengths and potential, but also some real weaknesses. I’ve been playing for about the past two weeks, and have some definite opinions how the game could be improved. I'll focus on one particular issue here, though, and that's monster or creature units. One of the things I felt let down on is how quickly monsters are exterminated from this fantasy
[quote who="DsRaider" reply="1" id="3348388"] Gilden is pretty meh but they have no real weaknesses. Golems could use a buff but other then that they get some good units with special blunt weapons that are cheap to upgrade. Their blood is amongst the best as it boosts hp and spell resistance. [/quote] Earth magic is one of the best tactical schools, which I think Gilden's leader gets. However, 50% more for tactical spells makes it SOOOO expensive -- I hate that &nb
The way I understand it: Opponents hit chance = Max(opp's accuracy - dodge, 97%) Thus, if you get "some" dodge, and your opponent gets a ton of accuracy , it will be the exact same as if you had NO dodge. For high difficulties, this really seems to matter -- I ran into tarth today, late game, and the units had 200+ accuracy. Any + dodge trinkets, items, I put on my troops were of no value. Acrobat skill is kind of useless....Sure you could get a lvl 10
The bug is shown in the pic below. When an outpost gets incorporated into a city, it stops listing its "upgrades" and instead they are listed in the city improvements. Thus, when you click to upgrade the outpost, the improvements you already made can be selected again.
Produce mana description is that it "produces one mana per essence." Screenshot below shows city with 4 essences but producing only one extra mana with produce mana.
This is why the AI can't win by casting spell of making, they can win by turn 75 if they could :)
If there is an escape ability, it would need like a 10 turn cooldown. I'm thinking escape tiles could be abused by champs/sovereigns. Especially if they aren't running around with an army to lose. How many times I seen ceresa with just her shadow worg... When you get an enemy champ, you wan't to put it out of commission for a time, not just have it constantly escape and pillage everything in the area, likewise if I could do that, it would feel ch
Reduced Stables from from 1 horse per season to 0.5 Warg dens too right? Muscle gives +1 to attack and -1 to init instead of just +1 to attack -1 to init or +1? I think this may be a typo. It use to give 1 attack and some weight carry (str gave more). -1 init moves it in the opposite direction (mak
Death Ward leaving little halos, all over the map. Here's a pic of the problem: Rather than make 2 posts about death ward, also the spell is healing units 100%, but the spell description says it heals 50%.
Release release release, must play with the latest version [e classic]:lol:[/e]
In the slavers quest, you have an option not to hire the slave master and kill the rest of the slavers. "Daxus the slaver" is a warrior with all his points in axe talents, and has a beserker axe if you hire him, but if you attack the slavers without hiring him, he's unarmed and just stands there while you kill off his minions.