[quote who="Ratatosk7" reply="63" id="3242710"]I'm very disappointed with the latest update as it did nothing to address the elephant in the room, aka farms. As Fallen Enchantress is a pay2win game I am seriously upset with the lack of farming content. It would be ideal if we could incorporate gameplay involving various aspects of farm management such as plowing land, planting, growing and harvesting crops, harvesting trees and bushes, and raising livestock. For example the pla
parrottmath
Agreed with the tax changes to the game. A shame that we can't dynamically produce the tool tip with respect to the current tax rate.
I liked civ 5 in all its glory (as did my wife). I think FE is a great game beyond that which I have hoped for in a 4x game. This company has treated all of its customers greatly and I have yet to have any problem with anybody with the company, including zebrafox. I enjoy all of the models and artwork, because it truely makes it look like a picture come to life. I say great job to all and to all the pets (props for a parrot there) that the company has at the place.
[quote who="MiamiBigAL" reply="17" id="3241987"]There would be certain situations where throwing knives with extra range would encourage kiting. Given that it is already a big issue it would be better to opt for bigger damage I think.[/quote] It wouldn't be too much on the kiting issue given there is a 3 turn cool down, but I suppose it could be exploited.
I'm satisfied with the fact that frogboy is on the job and fixing it. Otherwise he will make the AI really mean for a few days and then we will all cry that it's too hard. ;). I know that the frog is making the monsters act like monsters, especially with that little secret there.
Nice to see the behind the scenes people. Also good to know that a parrot is on the job :)
[quote who="Gaunathor" reply="77" id="3241720"]Quoting parrottmath, reply 76My most recent game, I noticed an AI hero have 5 injuries, but the sovereign he was traveling with had none. Sovereigns don't get injuries, if they die. [/quote] that's right, I should have mentioned that the sovereign was also level 7 where the champion was level 2. My own sovereign was level 6 bordering level 7 for perspective.
[quote who="Frogboy" reply="63" id="3241533"]And from the logs, I can tell you, for a fact, that the monsters kill a lot more AI units per game than humans per game. Every saved game we get shows this. The monsters do far more harm to AI players than human players in the bigger scheme of things. [/quote] Out of curiousity is this because of the AI players attacking the monsters or is it because the monsters attack the AI? My most recent game, I noticed an AI hero have 5 injuries, but
Checked it Derek. Didn't get a crash.
What about the other computer specs? I'm sure the devs would like to see a debug.err file to see what the issue may be.
[quote who="Gammit10" reply="35" id="3241167"]Really? Should I run one with my Sov, or put one hero per group?[/quote] Yup... soldiers do not take away from champion / sov xp
[quote who="Satrhan" reply="48" id="3241140"]Perhaps the AI only rolls once for each unit/city/outpost? Otherwise there should be no way that they get ignored for more than a handfull of turns.[/quote] I tend to think that there is a deeper problem than them being THAT lucky :). The same would be for our cities and I don't think this is the case, but who knows.
The problem might lie in the fact that they treat throwing knives as a spell.
[quote]Noticed when constructing scout slaves that when I hit 0/0 encumbrance the encumbrance would show some weird unreadable number, this is in no way major and have little effect, but should be fixed at some point . Sincerely ~ Magnar[/quote] This is what happens when you have the slaves do your accounting for you.
Thanks for all the feedback. It looks like there is more variety, than I was expecting or what other people in the forums indicated. I'm gonna try some of these different strategies out to see if they fit well with my play style.
[quote who="Frogboy" reply="136" id="3241051"]Like all Stardock games, bonuses occur at a meta critic average of 80 or better. Hence, we are striving for a meta score of 79. Our review guides have several types of profanity in them and the installer formats drives randomly...[/quote] Awesome....
[quote who="Frogboy" reply="2" id="3241052"]settleable[/quote] Oddly enough... yes it is.
[quote who="Heavenfall" reply="6" id="3241046"]The problem specifically is that the damage does not scale with the unit group size, but the cost of equipping them with it does. This makes it one of the worst items in the game to use on your unit designs.[/quote] So what you are saying is that everybody in the army is equipped with throwing knives, but one person gets to throw them... I can see the order now... "You in the front, George is it. George you are the only one a
Press the "prt scrn" button on the keyboard to take a screenshot. Then you will need some image showing website to post it on the forum, or you could use dropbox.com to upload saves and images.
It is mostly the lore that prevents every place to be settled. Although the land looks healthy and settleable, there are deeper problems because of the cataclysm. This is my understanding of it at least. I agree that there should be more info about this and would provide a better understanding why everywhere is not settleable.
[quote who="GFireflyE" reply="1" id="3241023"] Yeah, throwing knives are pretty useless at the moment. Everything about them just says to run up to the guy and hit them with a big stick instead.[/quote] The throwing knives real bonus is the fact you can avoid a counter attack and attack a unit. I use them quite effectively in those situations, but they are far and few between. I thought that throwing knives provide 6 piercing damage. You are right about modding it easily,
Never doubted that this should be fixed before release. But the description of my fix may lead to them to fix the problem. As they need the root cause in order to fix the problem. Plus it is also a bump for the thread. ;)
[quote who="Sarudak" reply="36" id="3240798"]That's not a strategy question. That's a gambling question.[/quote] The premise here states that there is no strategy in gambling, when that is not the case at all. In fact, many statisticians would disagree with the fact that there is no strategy in randomness. There are plenty of strategies that need to be considered. The question you pose is not a gambling question it is a strategy question. The randomness of the environm
I've seen that before as well. I was able to fix the problem by moving the scout through enemy territory and then click on explore again.
A screenshot would speak volumes here.