Brenil

Brenil

Joined Member # 3317725
4 Posts 19 Replies 435 Reputation

Insightful, but it doesn't address everything. One part you're omitting from your equation is level dependent (and to an extent, trait dependent) weapons and equipment. These are power multipliers tumbled along with traits, hit points, and attack, which as you said isn't significant on its own. Put them together and with support, it can make a difference. As such a higher level hero can, like I said, tackle things a hero slower leveling cannot by v

64 Replies 184,120 Views

[quote]Thus, these traits are mostly for long games, and in my opinion should only be taken on a champion who gets a large benefit from having additional levels (e.g., a spellcaster whose primary spells deal damage for each level of the champion).[/quote] I don't mean to pinch the bubble you're blowing, but, like Azunai before you, isn't this raw data taken in a vacuum presented as practical fact? For instance, a higher level hero gaining exp faster ca

64 Replies 184,120 Views

Early game heroes can't take a beating like they can later on and only very specific types of early game heroes can hold their own as well as a leather armored, spear-wielding cheap unit can. Furthermore, if you lose your 40ish production unit in a fight, oh well, make another, no huge loss. Lose your hero? You roll the dice on whether or not they get a permanent injury that could snowball into a gimp hero that becomes progressively more useless until you are able to use

64 Replies 184,120 Views

I'm not against the exp scaling's existence, I understand why it is there. But it shouldn't be so harsh, especially for your first hero which you usually get within the first few turns of the game.

64 Replies 184,120 Views

And you're ignoring the part of my post about the higher level heroes being able to tackle higher level monsters and quests, which grants them more exp, better equipment, and more fame.

64 Replies 184,120 Views

[quote]the XP split is linear - 1 guy gets 100%, 2 guys get 50% each, 3 get 33% each etc.[/quote] That's the problem. In the later game does this make a big difference? No. In the early game? Definitely. This is especially true for your first and second hero where you literally have a hero sitting in reserve because the penalty is pretty damn severe. 50% less exp to your

64 Replies 184,120 Views

So I've been playing a lot more Legendary Heroes as of late and I've begun to have some pet peeves that nag me. Overall, the game is great and fun, a definite improvement over the past two titles. However, outside my previously mentioned opinion on the lack of naval.. anything... I've found hero experience is one aspect of the game that's dragging the fun down. Here's the problem: Experience bonus traits and experience 'sharing' betw

64 Replies 184,120 Views

So the status quo seems to be, boats and water are hard or I don't personally care so lets not add them. Is that really the reason against this? This reminds me of the multiplayer debate where people saying just because they personally don't play multiplayer, the game shouldn't ever have multiplayer. Right. Okay, so let's take this one at a time: [quote]The is the Groundhog's Day of Elemental Forum Post. We've talked abou

21 Replies 93,334 Views

[quote]The answer to why no boats is simple :the AI cannot handle it.[/quote] I've heard that explanation before as well. I'm not buying it. Here's the simple solution to that problem: make armies automatically turn into boats once they transport onto water (after losing a turn), just like in Civilization. No need for the cumbersome method of loading and unloading troops, just turn them into boats once they move onto water. &nb

21 Replies 93,334 Views

[quote]You can't in any way be guaranteed a settleable city spot next to the water, making sea units a sometimes thing at best .[/quote] The latter part of that isn't even true for the simple fact that all maps I have generated have had numerous choke points between water, whether they be inland seas, lakes, or a bizarre semi-ocean. This means that you're forced to go thru these almost too common isthmus that is sometimes occupied by an e

21 Replies 93,334 Views

All right, so I know this has been brought up before, even by myself, but is there ever going to be a point to being near a sea or large body of water? The original WoM, no. Fallen Enchantress, no. Now Legendary Heroes, it doesn't appear so. My question is: why? As it stands right now, to the best of my knowledge, the only point of the sea is to occasionally find a boat and steam around the continent doing not a lot of anything. Furthermore, there doe

21 Replies 93,334 Views

I agree that anything relating to naval is a huge omission in the current game. I too wish there was at least some naval elements in the game. Right now there doesn't seem to be any point to the ocean. There's no improvements that take advantage of their resources (unlike rivers, which are liquid gold), and many times being on the coast actually can harm your city by reducing the size you have to build your city. I feel this lack is actually o

13 Replies 10,836 Views

I'd just like to say that this is probably the most respectable thread I've seen from a developer in a long time. Maybe ever. I really appreciate the candor of your post and wish more developers would communicate with their customers like that. Thanks. With that said, my biggest hope for the final version of Fallen Enchantress would be a full featured multiplayer. I know there was a poll a few weeks ago that didn't go so well for those hopi

172 Replies 672,009 Views

I don't particularly like how the tech trees currently work either. They shouldn't be mutually exclusive to one another, but by the same token, neither should they be so tightly tied with one another. One solution is to simply have specializations for a civilization either via faction/sovereign traits (or both) and/or an added research that allows you to 'focus' your attention on a particular tech-tree. You could only pick one (if any) of these, but

29 Replies 11,719 Views

[quote]I like that yo u can choose mor penalties. And I wish they had a lot more.[/quote] This is actually something that's bugged me since War of Magic. Why are there so few negative traits in comparison to positives? Also, certain negative traits like 'insanity' have been removed, why? I'm of the opinion that there should be significantly more negative traits for sovereigns and factions. It wou

8 Replies 15,536 Views

I personally like the multi-tile cities, but at the same time I understand they create issues in terms of design and drag performance down considerably, even on top-of-the-line machines. I wouldn't mind a switch to a one-tile system if the single cities were still extremely detailed and/or had a separate city-view screen similar to the Heroes of Might and Magic series. In addition, I think that cities should be treated like your sovereign and champions, as your capital city

82 Replies 122,861 Views

Hello, First off, I just wanted to say how much I'm enjoying the beta for Fallen Enchantress. I've been playing it off and on since the open beta started and there's certainly been much improvement over the original game and I'm glad that many things seem to be heading in the right direction as we get closer to release. I've been considering posting my thoughts on the beta for a while, but these forums see so much activity that mo

4 Replies 8,409 Views

It's all right, no harm in asking the obvious. The answer is no, however. I correctly selected the factions. As it turns out I solved my issue by (of all things) creating a world that wasn't the same name as before I created the nations and edited their files. Apparently using the same world name loaded up the nations loaded in the game I had prior to the custom factions working. Don't ask me, odd bug. Yet changing the world name did fix it. So if any

14 Replies 39,735 Views

Okay, so I have an update on this issue. I tried the above suggestion and it worked up to a point. Changing the alignment of each custom faction indeed allowed them to be selectable as opponents. However, I've since started two games with a roster of eight custom factions and two vanillia factions, yet both times I've encountered factions I did not place in the game and not a hide nor hair of my custom factions. For some reason my custom factions still aren't getting i

14 Replies 39,735 Views

Great news, I'll try that next time I play. Thanks a lot of Blue.

14 Replies 39,735 Views

It's good to know that it isn't just a problem on my end, I suppose. Thanks for the responses. Does anyone know a way to enable custom factions via modding or by some other means? I really have a problem playing Elemental without custom factions as I don't find the original ones very interesting.

14 Replies 39,735 Views

Hello, I've come across an issue I can't seem to find an issue to on my own. The problem concerns custom factions made via the Faction Creator and having the AI play them in-game. Prior to 1.1 I used to be able to do this and now apparently it is only possible to play against pre-made factions. Since 1.1 I can make custom factions just fine but I cannot select any of them as opponents. Why was this removed? And is there any way around it? Mu

14 Replies 39,735 Views

Unlike many people I've seen on these forums, I've been surprisingly addicted to Elemental since I bought it. Granted, I'm new to 4X games, so I don't know how many of the staples that Elemental may or may not of hit in terms of making the 'right' 4X game. What I can say is based off my opinions with other strategy games and role-playing games. As a whole, I find Elemental very fun, but in some aspects it is extremely convoluted and others it is ra

140 Replies 327,033 Views