[quote who="towerbooks3192" reply="10" id="3300547"]I encountered 2 crashes so far (one on turn 196 when I ended a turn and the other is elemental stopped working and closed). Hoping they could iron out the bugs and fix the crashes and stuff.[/quote] I have been fortunate not to have any crashes since 1.1. However, under Options, I still have autosave set to save after 1 turn. When I have had the occasional crash in the past, I would lose almost nothing.
coyote303
[quote who="Fallenchar" reply="6" id="3300272"]- Select next unit 'u' often skips units[/quote] I found that it skips a unit that has leftover movement from the previous turn. I have gotten into the habit of making sure a unit has no leftover movement unless I'm sure I don't want to change its path next turn.
You capture an enemy outpost (and its associated resources) by simply moving on top of it. If you really want to raze an enemy outpost, just move on top of it, click on your stack which will select the outpost, and you will have an option to raze it.
Five things I'd like to see: 1. Arrow keys work on tactical combat map the way they do on strategic map. 2. A much improved automatic-end-of-turn logic. 3. A vastly improved auto-combat resolution. 4. The AI stop webbing my archers at the start of combat. 5. When the fight is hopeless and the AI can't retreat from the battlefield, it shouldn't retreat units away from battle (unless it's going to heal them). <
All I can say--and I really love this game--is that Auto Resolve is probably the weakest part of the game. I rarely use it anymore.
Without crystal, you won't be able to win by casting the Spell of Making, and of course, you won't be able to create troops equipped with magical stuff. However, all things being equal, I would rather have plenty of iron. With iron, you can make stronger troops and simply conquer your neighbors. Being an average player, though, I look forward to seeing some of the better players' take on your question.
If a unit is in a group outside of a city, its movement is limited that turn to that of the slowest unit. This is true even if you eject the units from a city and then move them back into the city. It has been like this since I've played. Furthermore, if you move a unit into a group (or out of a group and back into the same group), the group's movement will be updated. So, if the unit moving into the group uses its last movement point to join the group, the
I'm not aware of pioneers being able to build roads. Roads get built automatically between cities and later to outposts once you do the research. There is a champion/governor skill to build roads; I haven't seen it too often. Perhaps one of the experts can give you better info.
I have also seen at least one post on another forum where someone slammed an OP for starting a thread that was previously covered, suggesting they should have done a search.
One's impression of monsters could depend on the game. In my first game, there were two stacks of deadly monsters wandering around close to me. I haven't seen any that strong so close since, and I'm on my tenth game.
[quote who="Kalin" reply="5" id="3296764"]I don't think you're meant to just buy all your equips, that would make the adventuring part of the game seem rather meaningless. Hunting, selling loot, buying armor... to be honest, I think it's a pretty good balance atm.[/quote] I agree with this. It's fun to be able loot something you can actually use. If you can easily buy a complete set--even if it's just leather--then most of what we loot early will jus
[quote who="NaytchSG" reply="9" id="3295986"]Coyote: I understand random, I was thinking of a game with a pattern of upheavals and chaos. Like Harmonic42 says, we want new stuff to do as we think an area is pacified. It could help reduce the single stack of doom thing if you have a bunch of brush fires to put out all over your nation. Think evil moons from MOM, Jagged Knife rebellions from GC2, things that make it better for one faction or another, or a plague hits a c
By definition, random events should remain random (and thus never automatic after X turns). IMHO, at least.
One of the things that makes the start so interesting is deciding where to settle. I generally agree with relmich. You have to decide if you will be strong enough to defend a city by the time its borders expand into the monster's lair. Hopefully, we will get some alternate opinions suggesting a more aggressive approach with some tips how to make that work. One thing to consider is if a city gets to level 2 and you select Town, its zone of control will immediately increase by 1.</p
I rate my dog, a Border Collie, a perfect 10. She’s sweet, smart, loyal, friendly, fun, cuddly, and she rarely barks. The fact that she has thrown up on the carpet a couple of times or that she once fished some stale bread out of the trash might mean to some that she isn’t “perfect.” However, she is still a perfect dog. This is my logic when I give Fallen Enchantress a 10. To me, it’s a perfect game. It is fun, addictive, flexible, and I love it. I
[quote who="Fearzone" reply="41" id="3294361"] Probably addressing any one of my issues on the list would push FE to an 8.0--even if there is just a hotkey to exit all units from a city.[/quote] There is: V
I didn't realize if you move onto an outpost, you captured it. I was routinely razing "enemy" outposts.
Wow! We have some really harsh critics. Someone has played the game 200 hours and knocks it down because he's run out of new things. (Long ago, I read a game designer say his goal was to give 100 hours of quality game play.) Another person gets totally immersed in the game, gives it a "'solid' 7 to start." Many others knock it down because some other game did a particular aspect of the game better. Look, some good points have been made;
When 1/3 say it's overpowered, 1/3 say it's too weak, and the other 1/3 say it's something in between, maybe it's just right!
[quote quoting="post"] I really like fallen elemental enchantress but there are a few things i really want to see implemented or at least improved. 1. Separate City building from unit training. 2. Give at least one or two militia units at game start for faster game progression. 3. Increase the yields of crystal troves I'm always lacking in crystal all game long on most maps. 4. The ability to rush research like you can wi
I conquered a Magnar city that showed it had three armies (not units) defending it. I defeated the first army, took the city, but shared it with the remaining slave armies. I couldn't attack or move the slave armies--only talk to them.
I quickly turned off the auto end turn function (under Options). It would frequently end my turn before I was ready. For example, if you wanted to move a pioneer unit two spaces and then settle a city, the turn would end before you could. If you wanted to make a partial move into the shroud (fog of war), the turn would end before you could take the rest of your turn.
On my Windows 7 computer, I had to do it a little bit different; there were two files to change. Under the Documents\My Games\FallenEnchantress\Units folder, I edited the file named after my custom sovereign. I moved my original back story (which had been saved but didn't show up in game) from ... to ... (having to create the latter <> entry as parrottmath suggested). Instead, you could pro
[quote who="Dragonhalf" reply="1" id="3290813"]You can use Double Strike at range but there is a particular range to it. On large battle fields you will need to move up a little closer to get your double strike arrows off. I wish I knew that the medium rated escaped juggernaught could completely wipe out my strong rated army before I attacked it... [/quote] Thanks for the tip...both of them!
I thought Double Strike sounded like a good trait to take when my sovereign leveled. However, she was equipped with a bow, so it was a wasted pick since Double Strike apparently doesn't work with ranged weapons ("out of range" when I tried to use it). Would anybody else like to share a mistake they made that might save the rest of us from repeating it?