DsRaider

DsRaider

Joined Member # 3393970
143 Posts 2,032 Replies 25,104 Reputation

The problem is that she is a summoner with Air, Water, and Life but those are the worst schools of magic for summoning. All that gives you are Ice Elementals which frankly are crap.

5 Replies 8,686 Views

Just beat a challenging small game with 4 players while playing as Roseln via quest victory. Here are some thoughts and bugs. I actually took the time to play a few games and build up some unit designs for the AI to use and it makes a huge difference. The AI was throwing upgraded and armored troops at me. Honestly I would have been destroyed if the AI didn't st

0 Replies 2,305 Views

[quote]The next patch should be to straighten up every little damn problem that we are reporting here on the forums. STOP changing mechanic and gameplay.[/quote] ....without changing game mechanics? I have to disagree with you. Every patch has been better and better in my opinion and has been addressing player concerns. Stats were pointless and while they were kinda cool in theory, in practice they were interfering with balance. It was nigh impossible to make them of equal val

44 Replies 39,954 Views

[quote who="joasoze" reply="2" id="3151579"]If you send out your sovereign on a little trip he will find a place to settle. I have never had much problems with this. The good thing about this game is that a 3 city empire can compete with a 5 city empire, due to the growth mechanism and the importance of the sovereign/champs.[/quote] True but sometimes you can't even find a spot for a 2nd city, which really messes you up because of a lack of total food. I think the best sol

14 Replies 7,983 Views

Yeah apparently the rock formations in chasms in Fallen Enchantress are real... Just look up the Giant's Causeway in Ireland.

44 Replies 170,426 Views

Just remembered that in the Lords of Magic game champions could hang out in cities in order to boost the experience of troops produced in that city. Thus the higher the level and the longer a warrior champion hung out in the barracks the higher the level of warrior troops produced in that barracks.

15 Replies 16,377 Views

[quote who="seanw3" reply="8" id="3150249"]My solution was simple. Let there be unit size upgrades. Then add several buildings to each tech tree to make trained units start at higher levels later in the game. [/quote] This is an interesting idea. However we already have 1 building that does that and more might be repetitive and harmful to city specialization. Maybe there should be a tech on the military tree that boosts trained unit levels by 1, or even a trait for Governors or Sovere

15 Replies 16,377 Views

I believe the default AI level is set by world difficulty. So unless you go in to Customize Opponents and change it all the AIs will have levels corresponding to world difficulty.

2 Replies 1,211 Views

[quote who="Kantok" reply="52" id="3149987"]If so, the tooltip are wrong in the world setup screen, because it lists Challenging as giving the AI some buffs. [/quote] That tooltip actually displays data for AI level from WoM, while it actually changes World Difficulty which has nothing to do with AI level. AI levels are set in the set opponents screen.

102 Replies 94,348 Views

[quote who="Uvah" reply="34" id="3149415"]Canada has provinces which are more like small countries. It has Quebec too. Can't forget that one.[/quote] Nope your totally wrong. Each Canadian province would actually be a very very large country by itself. Ontario, where I live, is the second largest province at around a million square km.

76 Replies 268,892 Views

My main problem with monsters is that they are too weak and hard to get. By the time you get most techs for monsters you could have chain armor that renders those monsters totally useless. Also you can get the tech for Darklings and Wildlings early game but they by the time their lair transforms into a improvable den 150 turns have passed. Kinda defies the the entire point doesn't it? Oh ya and they have horrible horrible stats.

7 Replies 3,084 Views

The tooltip for the world difficulty setting is still set to display data for changes to the AI level from WoM. Please fix this and include information on exactly what world difficulty does and how monsters work. Since the last patch a lot of people have been complaining about monsters because they don't understand how they work. This information needs to be displayed for them. </

2 Replies 1,211 Views

[quote who="Alstein" reply="28" id="3149206"]Dirge of Ceresa and Soulburning are win spells , so the -1 HP per level isn't bad. Her meatshields should be crappy.[/quote] Except since you can create custom factions you have to judge each trait by itself.

102 Replies 94,348 Views

Wanderers should have a limited movement radius from their spawn lair. Some of them are really tough like Umberdroths and Assassin Demons. If they have unlimited wandering range they will end up surprise attacking cities like they do now. Tough monsters shouldn't be attacking cities from beyond the FoW with no warning. Instead wandering monsters should be much more local and deny players the ability to settle in certain areas. If you put them on a timer before they spawn then there will b

21 Replies 7,775 Views

What they really need to do is fix the tooltip for the world difficulty setting. It still says it changes the AI level. When they do fix it they need to to be extremely specific. For instance... Easy: Monsters are low level and only wander 5 tiles. Lairs will not attack adjacent tiles. Normal: Monsters are normal levels and wander 6 tiles. Lairs will not attack adjacent tiles. Challenging: Monsters are normal levels an

21 Replies 7,775 Views

Unlike MoM Elemental really isn't about tactical battles, they have said they want you to be able to play by auto-resolving them. I can't even think what the core game mechanics in FE are beyond something vague like world building, which admittedly might be a flaw. All the "unnecessary" spells and weapons are part of the world building experience and thus not really superficial. As for buildings they are adding a whole new system in Beta4.

41 Replies 122,095 Views

The reason why monsters are rampaging isn't that the AI is destroying their lairs, it is that the AI is building cities and outposts right beside them and they rampage when placed under ZoC. This could be easily fixed by having monsters home in on the source of the ZoC and then return to their lair. To prevent thieving the lairs could be invincible until their guardian is destroyed first.

21 Replies 7,775 Views

This is obviously a bug not a game feature... but I guess if you rage quit after 1 game then it would be hard to tell the difference. The AI builds next to tough monsters and they ignore him and rampage across the map. It will be fixed.

37 Replies 101,063 Views

On Hard world difficulty, which is how tough and aggressive monsters are, I have no problem with monsters at all. There are a few obvious bugs like how the AI unleashes lair guardians that home in on players but that's it. [quote]At that point, I had been focusing on making my economy not a joke so I could afford to actually fight things like this; to see them come out unprovoked and make a beeline towards my most undefended city, on the second-easiest difficulty setting, was so d

19 Replies 73,293 Views

I played as Kraxis on a small map with 3 challenging AIs. The world difficulty was set to hard. I had a lot of fun playing this version, great work! In regards to monsters I felt that is was too easy to destroy the lairs of a lot of monsters. It also felt like it was too easy to expand early game. There was no real versus the environment phase. Just a mad rush to claim as much land as possible before the AI. Maybe spawn more wandering monsters right off the start so you can't just

180 Replies 700,262 Views