Tohron

Tohron

Joined Member # 3397929
22 Posts 61 Replies 1,325 Reputation

I was playing through 0.95 yesterday and it went fairly smoothly, but upon loading my most recent save, I discovered that any attempt to make a new save always caused a crash. Strangely, the somewhat earlier saves also caused crashes, though very early saves did not. Here are two of the crash-inducing saves: https://dl.dropbox.com/u/73603960/S12.EleSav <a href="https://dl.dropbox.com/u/73603960/S13.EleSav

0 Replies 2,063 Views

Seems I may have found the source of Paragon not reducing your Sovereign's HP - it was reduced when the Sov and target champion were by themselves, but didn't drop when they were in the same army. Also, since XP boosters still seem to effect the outcome - consider that with General, Trainer bonuses on sov+2 champions averaging +25%, Potential I-III for +60%, Knowledge, and henchmen with Bard & some Trainer for another +40%... thats +225% XP, giving nearly three levels in a

0 Replies 1,507 Views

The changelog seems to be missing a fix for Paragon not reducing your Sovereign's HP (an issue I had). Also, any plans to change how the XP the spell gives scales with XP boosters (like Potential and Trainer) - you can be giving 3-4 levels a casting, which gets pretty ridiculous (as in, level 40+ champions ridiculous).

91 Replies 302,772 Views

Seems one problem with terraforming is that if you place those mountains around a city with cultural control over the mountain's location, and only leave a one-tile wide, oceanic entrance which you can put a boat in from your city if you want to leave... congratulations - your fortress is now literally impenatrable (as long as you can extend the ocean far enough to deny vision). Seems the only counter would be adding some way to use terraforming in hostile territory (perhaps a multi

41 Replies 27,116 Views

Right now, there are a few traits boosting a champion's capabilities with certain weapons, but they're just damage boosts - they don't really accentuate the unique properties of each weapon type. So I came up with a few example traits demonstrate what I'm thinking - these traits would require that the champion have a weapon of that type equipped to be available, and would NOT require a certain path to be selected (with the possible exception of staffs)

1 Replies 2,265 Views

Of course, this is made worse by the fact that it doesn't reduce the sovreign's HP like it says it does. To me, it seems that if they let the xp scalars apply, then the cost should go up to at least 250 mana or so like the other champion-boosting spells - with henchman bard/trainers, trainer champs, and a General sov, I've been able to acheive 4 levels/casting with this (and with the upcoming upgradeable shard shrines + arcane monoliths + master scouts, even that mana limita

4 Replies 3,676 Views

[quote who="StevenAus" reply="11" id="3172679"]Let me guess. Your sov's profession was Beastlord. [/quote] General actually. Right now, XP boosters increase the Paragon rewards, so with Trainer champs & henchmen + General + Potential & Knowledge on the target champ, I was getting 3-4 levels per casting. Also, after abusing Enchanters+Master Scouts to take every shard I could, I had over 70 mana/turn (though this happened ov

18 Replies 7,308 Views

Considering that power ranking seems to be what the AI uses to evaluate its ability to face you, it needs to be accurate, but right now, that rating seems to think that if a faction can just get enough companies of spearmen, they can threaten that 50-defense champion. To give an extreme example, I have a level 67 hero (through Paragon abuse) with 100 attack, 70 defense, 231 HP, 88 dodge, and 217 spell resist. My power ranking? 137. Given that this champion will plow th

18 Replies 7,308 Views

[quote who="Gorde" reply="6" id="3170462"] *On the "collect 2 dragon eyes" quest (which really isn't difficult to research up to), I suggest toning down the freeriders camp a bit if you want anyone to succeed around the level they can go on the quest (that fight in a normal difficulty game spawned 9 huge groups of better equipped guys and very easily handled the best I had).[/quote] Not sure I'd agree here - that two-part battle is doable if you have power-leveled heroes

13 Replies 8,844 Views

Just a few things I ran into while playing a game to see how far I could take Enchanters + Master Scouts + unfixed Paragon spell (now have 72 mana/turn and a level 37 champ) - in the process, I've encountered a few bugs. *Loading/reloading the game seems to remove all resources in the Fog of War from the map until you scout them again. *When a damaged unit levels up, its current HP doesn't change (for companies, this can actually cause the group to have less men then b

1 Replies 1,743 Views

Interesting stuff. Regarding a trait to negate enemy tactical combat spells, I think something that significant shouldn't be so chance-based - a guarenteed free counterspell at a hefty Spell Mastery penalty seems more reasonable. Definitely like the idea of the Sovereign having some unique spellcasting capabilities.

11 Replies 11,272 Views

Basically what the title says - casting Paragon on a champ doesn't reduce your sovreign's HP, so the only limit seems to be mana available. Also, the XP given is scaled by any XP boosters (like Potential and Trainer) present, so you can actually end up gaining more than one level every casting. Giving a level 20 champ 2 more levels for only 90 mana = [e digicons]8C[/e]

0 Replies 1,288 Views

One idea, since choosing Path of the Governor means you're not choosing an adventuring based path, it seems reasonable to give such champions continuous xp for remaining in a city. Since it takes more xp to reach higher levels, traits like 1xp/20 population/turn seem reasonable, allowing the governor to grow with the city.

32 Replies 36,311 Views

The problem of a boring lategame where you've become essentially unstoppable, but still need to go through the motions in order to win, is a problem in nearly all 4X games, FE included. While the problem may seem to lie in the win conditions being too high, in my view, the problem lies more with the AI failing to respond as your empire goes from "powerful" to "unstoppable juggernaut". Continuing their regular strategy is what allowed you to get strong in the first place (and w

7 Replies 3,044 Views

Since I'm getting this game for free after getting Elemental, it would be nice to have something to give you money for - you guys are a nice contrast to mainstream publishers. This has my vote.

128 Replies 266,551 Views

This idea makes sense. It would also resolve the current issue of the game design encouraging you to run at no taxes for as long as possible to keep your research competitive.

11 Replies 47,072 Views

[quote who="scifi1950" reply="6" id="3147597"] I also think 10% of value kind of ruins the fun of getting loot. If nothing else change the value to a lower number so it's not so demoralizing to sell a $1500 magical axe for $150. [/quote] Very heartily seconded! It is true that selling loot in earlier versions easily made large amounts of money - but I think the solution should fall more along the lines of reducing the value of

18 Replies 66,043 Views

Just finished doing the master quest in 0.913 (with cheats - they actually proved necessary at one point), and I encountered some bugs. First off, since the Dragonlord attacks as soon as you get to the original dragon statue with the two eyes, and beating him wins you the game, that renders the whole mountained-off section with a gate and him inside irrelevant. I get the impression that returning to the dragon statue is supposed to open this area (and not make Wae

0 Replies 1,218 Views

Since you'll still be in the process of differentiating some of the factions when we get Beta 3, how about we get regular faction differentiation updates regularly over the course of that beta segment (in a way that doesn't break saves). It would be nice to receive updates more regularly, and would allow for more immediate feedback.

182 Replies 529,088 Views

Right now, techs following the initial ones take around 25-30 turns to produce, which drags down the pace of the early game (along with high structure build times, which I think should also be reduced). However, a boost to early game research, as is, would make early core techs (armor, iron weapons, etc.) very easy to reach, which would run counter to a diverse selection of openings. It seems to me that the way to get around this would be the addition of more intermediate techs, w

0 Replies 1,067 Views

Not sure if this is a bug or intended, but when I fought the final boss, I initially used Escape after doing some damage, then had the sov & champs use a bunch of healing salves, then reenter the fight and win. Afterward, I did not get the magic maul promised as a quest reward. Not sure if this is working as intended.

0 Replies 1,214 Views

Today, after playing earlier, Fallen Enchantress has crashed whenever I try to load my most recent save files. Loading earlier files works fine. Here are the download links to the corrupted saves: http://www.gamefront.com/files/21215880/s9.EleSav http://www.gamefront.com/files/21215884/AutoSave.EleSav And here is t

1 Replies 2,176 Views

[quote who="Derek Paxton" reply="7" id="3055992"] Quoting Werewindlefr, reply 6I like the concept of unique pre-designed units, but is there an incentive to build them instead of custom designed one? Is there a thing making them the "faction's favorite", aside from the fact that they're already there? Or are they just identical to custom-built units with the same build choices? A player could build exactly the same unit if they wanted. I must admit as a designer

110 Replies 310,260 Views