We need a changelog. [e digicons]:D[/e] Anyway back on topic the main problem I have with starting locations is the huge possible difference between food and material levels you can get for your first city. After that the second problem is how sometimes you will start with room for expansions and other times you have absolutely no room to build another city. As for monsters except for glitchy lair guardians crossing half the map to randomly wipe out one of my cities the only
DsRaider
[quote]1) Creature difficulty is high early in the game - unlike Elemental, you are very limited to where you can expand, and I've found that there are some very tough creatures very close to your starting location. I find it extremely difficult to make and defend new settlements ... having two is a challenge, three and more is nearly impossible. I honestly can't recall how Elemental did it, but it was done well I think. I believe all of the creatures near your starting location - and
I have wanted to see something like this in the game for awhile now. It would be nice to be able to add little graphical only items to units in order to make your units look unique, like tabards, plumes or spikes. Just so every unit doesn't look exactly the same.
[quote who="stein220" reply="57" id="3202020"]What if there were potential fording spots that were treated like natural resources? You could send pioneers to set up an outpost to build a bridge or ferry at that spot that only you and your allies could use. The downside would be, monsters can destroy them and enemies can capture them, and they cost upkeep. [/quote] That sounds cool however my main concern with the lack of bridges right now is how they don't spawn on roads. Apparent
Oh ya and bridges. This game really needs bridges. It's so weird that they aren't already in.
[quote who="Dr Awesome" reply="51" id="3200295"]3) Naval warfare has always seems like a big random mess to me in 4x games. I really think the simplification of travel (no aerial, no water) and the terra-forming spells make the movement strategy excellent the way it is.[/quote] This is why I think a transport only system would work well. It would simply increase the variability and expanse of the areas available for you to explore without over complicating things. As it stands the lac
Yeah Pre-Order FE and get into the Beta instead.
[quote who="razor436" reply="42" id="3199232"]3) Naval Warfare. Absolutely not. this is the last thing I would implement after a long list of other features. To make things interesting, we would need several types of ships. Then we would need to create a bunch of roaming sea monsters and summonables, which would be cool, but a lot of work to implement and balance. I'd rather they invest the time in fleshing out land battles. Besides, sea transport can be done by raising land.[/q
The waiting is killing me..... [e digicons]:S[/e]
I would like a tag or tags so we can create roads between cities in different ways like spells, units, abilities, and treaties. I would also like to be able to create custom types of roads with different effects like stat modifiers, resource multipliers, upkeeps, and unique trading caravans. I would also like to be able to modify the effects of caravans with more freedom and without going into the ElementalDefs file.
[quote who="EpilepticFury" reply="9" id="3197852"]Does Fallen Enchantress have any form of campaign/story mode (I thoroughly enjoyed the WoM tutorial before realizing how short it was)? If so, can it be played cooperatively via multiplayer? Does Fallen Enchantress have a multiplayer mode that allows for both players to participate in the tactical combat (not just autoresolves)? Can this multiplayer mode be played both competitively and cooperatively?[/quote] First of all FE is st
Random techs like the already included "Book of Frost" are horrible. They serve no purpose but to annoy players because 90% of the time you can't use them due to not having the right champions. Random techs are just a bad idea. The answer is simple. We need more branches in the tech trees so that in different games players go down different research paths. This will allow players to strategize and plan instead of being at the whim of random dice rolls for things they probably can't us
You can pre-order FE now and get the beta. The FE beta is much more fun then WoM anyway so there is no real point in buying WoM now. Definitely consider pre-ordering FE though.
Frogboy has said that he is pushing for MP but it is totally Derek's call. You should be asking Derek not Brad.
[quote who="Frogboy" reply="189" id="3193197"]The reason champions were dying so much was fixed in the last beta. It was caused because the AI could not see monsters on top of goodie huts. So it would target a goodie hut (with say a dragon on it), get killed. Come back. Go to the goodie hut. Get killed. Come back. Go to goodie hut. Get killed. and so on.[/quote] I was referring more to how when you are fighting an AI you end up killing most their champions quite a few times. They don&
I just hope we get some more terrain in Beta4. Brad requested it but it's Derek's call. We have no official confirmation so far so it's still up in the air. I would really like to see some arctic poles, lakes, and ruins.
My only problem with the new cloth map art is that while I like the new look of revived trees they look like they have been planted in rows instead of growing naturally. It would be very strange if we couldn't raze outposts. Don't worry about it.
I don't think the people advocating fro mortal champions understand the consequences. 1. Champions would get pretty scarce once 1 or 2 have died. 2. You could only cope by never risking your champions. Champion levels would decrease significantly. 3. Winning a single battle against someone and killing 1-2 champions would mortally cripple them for the rest of the game. Bye bye magic. 4. The AI couldn't cope. Humans would reload much more.
The only alternative that comes to mind is instead of 3D chess piece like tokens you could use something like checker pieces with 2D art on them instead. This would be more moddable anyway. I think the current pieces are fine though.
I could see auto resurrection being replaced by a early game spell , but like Heavenfall said anything more laborious than that would have serious problems. It's no like the champion spam is OP or anything so this is pretty much completely a AI issue. [quote who="Satrhan" reply="172" id="3192699"]This also opens up a few interesting options. A death caster could perform a necromantic ritual that brings back the hero in undead form, which has a few advantages (immunities to certain
In order to make a steampunk team I think mainly you would need models for muskets. You could also reskin a horse or spider to be a mechanical mount, or find a steam bike model . A cannon would be nice but probably very hard to implement and would need a lot of animation.
[quote who="seanw3" reply="21" id="3192420"]Are these pics part of an article?[/quote] There are a few short articles kicking around. Like this one . None of them are very long and won't really reveal anything new to the people on this forum.
No Beta4 obviously isn't out yet. The next patch will be the beginning of Beta4. The current 0.915 version is the last patch of Beta3.
[quote who="LNQ" reply="14" id="3192166"]Remember how well waiting for the next beta to deliver the fun turned out with WoM? Every single time my fears have proven true with the Elemental project, so nowdays I'm just gonna air out the concerns sooner rather than later. Especially when there seems to be obvious backtracking on the initial plan going on here.[/quote] Derek has yet to disappoint. I have lots of issues with the current city building system but the Beta4 preview has la
Gamespot has some new pictures of Fallen Enchantress up that show off the new city specialization mechanic and new cloth map art. http://www.gamespot.com/elemental-fallen-enchantress/images/ It's nice to see art for cloth map wasteland trees added.