Overall the pace of technology seems far too slow. After running a game for several hundred turns, and touting a sprawling empire, many of the higher level technologies still take over 500 turns. In the event I was supposed to able to research multiples of these that would indicate the game would play on for several thousand turns (?!?!??!?!) before maxxing out the tech tree. I presume the idea of 'refinery' techs was meant to prevent unit stagnation.. but I don't think any sane p
CdrRogdan
So far at least 50 turns have past since I've signed a non-aggression pact with no indication of how much longer before I can end it. In addition the trade treaty I signed over a hundred turns ago does not tell me how much income it is now providing from when I first signed it (2g/turn). No option appears for either of these treaties to cancel them. Is this a bug or was this option not yet included? Edit: I found out where the income from trade treaties is found (in
Thirded! Pain in the @ss! And also... what ever happened to the caravan limit to prevent exponential expansion gains?
[quote who="CHiZZoPs" reply="27" id="3060586"]How about level requirements for more of the gear?[/quote] Unless keeping your champions and sovereigns within their home cities provides a substantial technology/resource bonus, linking items to level (which some of them already are) does not make steamrolling the map any less than the optimal solution to winning the game. Items should instead be linked to technology (preferably part of the adventuring tech lin
Signed! Next to the button to autoresolve have a checkmark that allows you to turn it on/off.
[quote who="Archonsod" reply="11" id="3060387"]Heroes might be immortal, but since there seems to be a good chance of them picking up injuries when they fall in combat it's not that big an issue. Let your hero fall once too often and they'll (literally) be too crippled to be much use. [/quote] Heroes that fall in a battle that you won do not recieve scars. THAT right there is an issue. You shouldn't be able to treat them as fo
@blackrainZ Considering the stardock development team is interested in broadening the market to those that have not yet played the first game of the series: War of Magic, Linque raises a fair point. While it is positive that the ability to obtain the material comes before the techs to use it (so you will have time to gather the resource), it shouldn't be necessary to travel through every portion of the tech tree or manual to figure out what it does. There is also no men
@Harvey You can actually select each unit individualy in the army and choose to equip them from there. I agree that there should be a 'pooled' inventory of sorts though. Especially since if you kill enemies with an army of all non-champion units the items you find fall into the pit of oblivion.
StoweMobile has the jist of it correct. Any unit with traits that effect the army, should affect that army, but not stack with other units/items that possess the same (same not similar) trait. The way it is calculated currently seems like a bug or an oversight.
I second this. Units that are on guard should not be shown in the list, or have a seperate 'idle' list. Nor should non-idle cities clutter the interface. There should also always be an option for cities to produce 'housing' or 'trade goods' even if it is a small amount so I don't have to see them sleeping all the time. On the same topic it would be nice if I could see a 'caravan route' list. Since caravans that are destroye
Uhh what? The game shows the value of all the visable (and beyond 7 squares of another city) tiles when you hover over the settle button. Even standing in the barren wasteland let me do this.
I originally proposed the use of champions as army boosting units and I really like this idea.. however.. I have only managed 2 reasonably long playthroughs (several hundred turns) since the release and in my first game I had level 9 spearmen (Tier 1 tech) that had more health and did more damage than my similarily leveled heroes! The balance issue is likely tied to being able to run around destroying everything with your 'superstack of doom'
You should really break those up into professions and talents. As the profession can only be selected once and as such is allowed to be stronger than talents that can be taken up to 6 times. That said.. many of your tweaks are either already in the game (acrobat +1 dex/level) or just seem to be adjusted for the sake of adjustment. Merchant for example is fine the way it is. I agree with Assassin and Adventurer. Starting at level 2 is.. meh. Bonus critical hit damage is nice, =but= since
Painful to read.. Anyway to respond to your confusions: 1. About non-stacking champions: You initially have an army size limit of -5- and you grow that warfare technolgies. You can see the little 'Army size +1' icon under the techs that grant this benefit. 2. About monster lairs not clearing: You can only clear a monster lair with a champion
Intelligence does not appear to affect magic damage. It =does= affect whether or not your spells will be resisted. I'm not certain how I feel about having magic damage being affected by intelligence. I mean, I agree that it kinda blows to not find any of the shard you specialized in, but getting the benefit of both would be much too powerful in the early portion of the game.
I didn't see any icons for your own armies. Are you going to have a faction icon for the player (and computer) units?
The game is Elemental: Fallen Enchantress. It's not a sequal or an expansion. It is supposed to be a stand alone game and should be marketed as such. I caution against proclaiming the title as Elemental for advertising purposes. The game itself should be called 'Fallen Enchantress' And the next iteration of the game should have it's own unique name. The name "Elemental" can be used in it's description within the game manual or the back of t
It is my preference to have champions assist armies (but with a limit to how many can assist) with a moderate level of power of their own. The reason for this is the inclusion of the teleport spell, which very quickly turns the game into 'superstack' vs everything as you could have all your champions join the same army and simply warp around to new threats on the map. If champions instead were units among themselves (like a stack of 9 swordsman for example) as a
Clarifying Question: Will the list be weighted based on A: Soveriegn type (EI: I choose caster or warrior or leader) B: Based on my selection of attributes (EI: Counterattack more likely with dexterity > 10) C: By some other factor like faction, map, recent encounter Or will it not be weigthed at all ?
Just putting my 2 cent in here: This has been done already. That isn't to say the system isn't interesting, but I think stardock wants to stay away from creating clones. Plus there is a system in place for this sort of thing that could be tweaked a little to provide the same level of immersion. Imbued champions could acquire some of the stats from your sovereign (the percent can have some limiting factor such as spellpower) while providing some of the experience that champion gains fr
Found another bug with this (though minor). When selecting the pioneer the cost involved is that of building 4 pioneers. However when exiting the town and reselecting it, the cost drops back to one. I think the issue is that the default is of the last selected unit, so selecting an army unit and then selecting a pioneer will assume that you want to build 4 of them, but when you exit the town and start off selecting a pioneer the default switches to 1, which by the way you can use to build 1 i
Honestly I don't find that physical caravans add a lot to the game. I would prefer that trade routes and the corresponding roads are automatically established between cities, growing as your empire grows (this would also likely fix the dump all caravans on one city exploit), and bandits (not animals) could blockade them.
[quote who="Souls-Stream" reply="5" id="2900102"]True, a dispel spell would be good. The visual effect of spells I think are important because it's what will make you feel powerful as a wizard. A small fireball hitting a unit without much further effect will make you regret you ever casted that spell but if it has a nice explosion effect with some screen shaking then you'll have a different view on the spell even if the damage delt were the same! Add an effect that the unit ca
The name of cities are difficult to remember, and when the popup comes to ask me what selection I want for that city, I often have no idea what I have been specializing that city in or what natural resources are nearby. Please allow me to view the city and it's surroundings before selecting the bonus option.
Dunno why this is happening now but for every caravan you build you get the 'this is the last caravan' message when it is not the last caravan. I believe this happens when you have all the caravans queued up to the limit.