[quote who="UmbralAngel" reply="9" id="3208775"]I think you should actually watch the AI play before making too many complaints. I saw that it took 200 turns for the AI to go to war and 300 turns for the AI to kill off the first player. I think that the problem is the faction power is not accurate enough since it tends to underestimate human performance. However, I never have trouble staying above the AI.[/quote] Certainly. My comparisons are highly dependent on the AI&
Greyclouds40
[quote who="seanw3" reply="2" id="3208624"]One thing that I did not see in the calculation was Enchanted Hammers. Now of course, you did not have it for Magnar, so that is fair in this case analysis. Still, a 4/2/2 is great if you cast Hammers to double production. Your overall observations are spot on.[/quote] Very true. Without Earth magic (enchanted hammers), you are limited to the base values. Thank you for the confirmation. [quote] I would also point o
With the improvement to the city-building and management aspect of the game, I feel that the middle-late stages of the game are now in excellent shape. IMO, the big problem is now with the initial/early game for one large reason: Production is limited by city level and starting materials, making city spamming the only viable way of increasing overall production at a level to compete with the AI.
Here are my first impressions after playing two quick games (with the second still "in progress"): City building is MUCH improved! As Derek mentioned in the dev journal posts, there is something to build at every tier. Level one cities are no longer sitting idle in the mid game for me. It definitely feels as if there is always something to do and something to plan for. Also, the pacing feels very good between buildings/units. Please note tha
[quote who="mp8481" reply="83" id="3207390"]Granted I haven't played in a long time so sorry for the newbish question, but if you place a Champion in a city, does he/she at any point start to gain XP inside it? I have a champ that I decided to take the path of governor trait and noticed the champ is not gaining XP while inside the City after a few turns, thus kind of defeats the whole purpose of being the "governor" in a way, unless I'm missing something with buildings
Stocked up on Beer? Check. Downloaded FE beta 4 update? Check. It's going to be a good night!
[quote who="Napean" reply="108" id="3206314"] I will be honest, I probably would not take the effort to delete even one element of XML from a purchased product. My own projects demand too much of that from me I would probably buy a tactical battle DLC; not out of any deep need for tactical battles, but out of a compulsive need to have the whole game Good examples of games that get battles right: Endless Space (just pick three tactics a
[quote who="Frogboy" reply="64" id="3205605"]I don't plan to work on tactical AI until the decision comes down as to whether terrain is going to be added or not. I would like there to be terrain bonuses but there is concern that this could make tactical battles tedious for those (the vast majority) who don't care that much (yes, I know and the team knows that the people on the forums are very into tactical combat just like they are really into multiplayer).[/quote]  
[quote quoting="post"] This next week we are hoping (but not promising) to put out the 4th beta of Fallen Enchantress. Beta 4 will be focusing on overall gameplay with special attention to the underlying city mechanics and user interface. [/quote] Excellent sneak peak! Thank you, Brad! I am looking forward to testing it as soon as you are able to get it out (though I have to applaud the way that you guys have been taking your time with th
While the starting position is VERY important, I think that proximal spots to expand are far MORE important in determining if a player can be competitive in the later parts of the game. In Beta 2 and Beta 3, I would often start in positions where my starting city would prevent my expansion (since it took up the last colonizable areas around me. Will this be addressed in this beta by any mechanisms? Such as: (a) making single cities are competitive, (b) or adding a spell
I am a big supporter of Steam. There are some fears that I have should the Steam service ever be discontinued (I have about 100 games purchased since 2004) but it is a great service and gives me access to great games at competitive prices. Sins of a Solar empire was the game that got me to install Impulse, and despite the transfer to Gamestop, so far they have run the service adequately. The fact that Valve supports developers by payin
[quote who="Kalin" reply="15" id="3163462"]The problem with perma death for henchmen is that in the player's hands, they will probably never lose the henchmens in the first place because the player knows how to protect and raise them when they are weak. Even if by some off chance that it does happen, they would just reload, not because it costs 50 influence, but because of the effort used to raise that henchmen.[/quote] To be fair, though, I tend to reload if my champion gets a pa
[quote who="galahadba" reply="14" id="3163205"]For the Resoln you forgot to speak about the Graveseal spell, that is much overpowered, it allows you to kill almost anything with it, you can exclude that ubber death demon that can reach you before you can cast it, and spell imune monsters, anything else is killed easilly with a conbination of graveseal and some long range spell (Dragons, trols, etc) this can make the game really easy as you can level very quickly by killing high level monsters
Yes, the current defense mechanic for cities (improved attack, defense and initiative for each unit, as well as free militia and archers) seems a bit contrived to me. It is a mechanism to simulate the difficulty in breaching a defenders' walls without dragging out the battle, but it currently creates some ludicrous side-effects (such as a "naked" militia unit dealing hundreds of damage points with clubs, yet folding from one hit by your high trained troop
[quote who="joasoze" reply="7" id="3162907"]The death shard demon is formidable, but the others are forgettable. This combined with the super death spell of Dirge(sp?), almost force you to follow the same tactic all the time. Get shards, corrupt, level demon and win easily.[/quote] I will have to try to use the death shard demon more effectively in the future. Still, I think that the earth shard demon is quite potent in the early game. Once you reach the m
[quote who="LordTheRon" reply="4" id="3162864"]In your review of Resoln you forget to mention the Cydrum Demon (death shard unit). Quite the formidable unit once you get it upgraded. My Ceresa army with three bunches of Cydrym Demons is pretty scary right now.[/quote] I did mention them, but I did not rate them quite as highly. Perhaps because of their starting HP (a measly 8 points), they tended to die on me prior to actually killing a unit. I will have to try babysitt
[quote who="Kalin" reply="2" id="3162847"]Regarding shard beasts... I think something along the line of Amarian blood would work for them. Basically, they power up based on the number of shards you own. Fire could give attack (or fire attack), Earth could give def, Air could give initiative, Water could give HP... and nothing for Death, that would give an incentive to not turn all your shards into death ones to dirge everything. So you'd have to choose between powering them up or your spe
Here is a scenario that will hopefully make things clearer: I am the Trog faction. Me stomp. Me like warfare techs. Me have 300 warfare research points. Horse riding tech still at 0 /100 research points (horse good for eat, not ride). Puny weaklings say, "give 100 warfare points for 100 warfare points." Me kill their messenger, send back head. Attached to messenger severed head reads note: "ok, you get points." Me get 100 warfare points. The
I first want to give some general praise to the developers: 0.915 was another big step towards release, and the game is certainly very fun (engaging enough to make me play it until 1:00am on Friday night without realizing it!). Some general quibbles: The warfare tech tree is downright anemic right now. It was relatively bland before, but now it is almost a ghost-town thanks to the movement of the squad and army bonuses to the civic tree! Yo
Yes, caravans still spawn and automatically travel to enemy AI cities after making an economic treaty with them. In my games; however, the caravans can be "co-opted" by enemy AI armies and moved across the map like a regular unit. They also appear in tactical combat, where they do nothing and are killed by an attack that deals more than 5 damage.
If I'm not mistaken, research points of the same variety can be traded and they go immediately into researching a random tech in that tree. The benefits of trading civ. research points with the AI for civ. research points is that the points go towards researching a tech in the civ tree. Otherwise, you cannot use your own civ. research points to gain tech research.
[quote who="Frogboy" reply="1" id="3160983"]Monsters never target ouposts or resources f any player. If it destroys one it's because it got in its way. There north thing stopping you from building near monsters. You're rolling the dice. If you're tarty, you should build around monsters.[/quote] So, does this mean that monsters will no longer attack pioneers that wander near their lairs either? Also, when an outpost disturbs a monster
Unfortunately, it appears that the AI is still able to found cities near monsters and can release them if it plants an outpost near a monster lair. I was playing as Resoln and I declared war on the Altar faction (they were close... and weak...). When I took their first city (forget the name, sorry. It should be the city on the far east end of my empire in the save) I noticed that a ravenous spider army (and nest) was directly southeast of their city. The game save I hav
I do agree with Kilijan about the scout unit; it is rather underwhelming considering that it (a) costs wage per turn and (b) takes more time to build than a pioneer. Also, consider the fact that there is only ONE scout trait and that the scout unit is easily ignored in the late-game because of its uselessness. I think that there could be two solutions to this: (1) Take Kilijan's idea: make all neutral NPCs non-aggresive to solitary scout
[quote who="Istari" reply="1" id="3148854"]I think you'll want to wait until beta 4. That's when the final major piece goes in, the city/outpost upgrading system.[/quote] You are correct, and perhaps I should have prefaced my commentary on the city management by stating that these are my suggestions for that phase of the beta. Basically, I know that the current system is a placeholder, but I feel that (using some of the current game