Game crashed as I hit Speak-To Button on the Diplomacy menu. dump: http://dl.dropbox.com/u/6141154/EFE/FallenEnchantress0_91-2012-04-21T20-50-07-276.zip
Michael_Zett
[quote quoting="post"] 1) No variety. The races are about 97% percent identical. [/quote] For me the main thing with races is that I don't know them and hence have no "feeling" about them. I understand that Stardock wanted to create their own world but had they instead used some of the classic fanatsy races I'd like it a lot better. Look at the other TBS games: Warlords (1-2): Elves, Dwarves, Knights, Orcs, Undead, Giants, Horse Lords... MOM: Elves,
Thanks for the info, sounds promising!
[quote who="Lord Reliant" reply="1" id="3072021"]Where is the Govern option? [/quote] On the upper left, the menu that gets you to the research/diplomatic screen.
[quote who="Stupidity10" reply="20" id="3071342"]The Assassin specialization is pointless because they tried to make them specialize in dext, which is just as useless as int. [/quote] I'd like some kind of Sneak-ability for assassins, so that they are invisible till they suddenly strike with a critical hit like in rpg-games (The Bard's Tale...).
Like said in another thread I want regular untis to count, too. A party of champions should not be able to overthrow a whole nation but definitely matter in a battle.
[quote who="King_Felix" reply="38" id="3070750"]Regarding Champions - simply split the XP, but NOT equally -> the unit (or champion) that actually kills a unit should get most XP, and others much less. That way you either focus on smaller number of stronger champions, even if you put them all together in a group, or you try to share the kills (and therefore XP) evenly in which case you will have slower leveling-up of your chapms. [/quote] While th
[quote who="Magog_AoW" reply="34" id="3070659"] * I'm not a big fan of the uber-champ that can wipe out armies, but I guess it is needed for the RP aspect of the game where champs should be able to do quests etc. Perhaps champs could be made physically weaker, but with a special ability that give them attack bonuses against "monsters and ruffians". [/quote] Maybe, an endgame-been-there-from-the-beginning champion could wipe out armies, but to let regular troops and there
[quote quoting="post"] Champion 'stack of doom' solved by making real incentives to limit the number of champions in an army stack. City spam 'micromanagement hell' solved by having limited number of homeland cities and captured cities become self-governing vassals. [/quote] Stack of doom: Do it like in fantasy literature: A party of heroes is good at quests and make a difference in battles but cannot overpower an army on their own. S
My champion casted Summon Ice Elemental. The enemy shrill lord used Titan's Breath (nice Graphics...). The next round my champion lies on the ground and should place the elemental but can't (because he's lying down?). Had to use auto-resolve to end the battle.
I'm able to click the button but the cursor looks wrong.
On the level-up screen, Bell Tower does +1 Influence, too.
Yes, seen that, too.
[quote who="HuaynaCapac" reply="1" id="3067088"]I think a HOMM-style person to equip wouldn't go amiss. So a generous number of slots, but still limited to 1 helm, 1 amulet, 2 rings, 1 breastplate, 1 gauntlets, 1 weapon each hand and 4 charm slots. And a cloak. Reduced 73% Original 800 x 600 Would be cool, and make it easy to swap items between heroes/champions with a screen like this. [/quote] That's my cat (I agree...)!
I wanted to imbue a champion and went to her details screen. The Imbue-Button was greyed out with no tooltip telling why. I figuered I needed more mana but a tooltip telling me how much would be nice.
In the last turn I imbued a champion. After that she had left my army, standing on the same tile as the rest. Because I wanted the to move togheter again I hit end turn-->crash. Here's the link: http://dl.dropbox.com/u/6141154/FE/FallenEnchantress0_76-2012-01-27T14-26-21-142.zip
[quote who="Wizard1200" reply="11" id="3066340"] Exactly. I think there should be a magical item limit of 2 (4 with magic tech) and a potion limit of 2 (4 with magic tech) per hero and the encumbrance penalty should be modified to 25 % (- 1 initiative), 50 % (- 2 initiative) and 75 % (- 3 initiative). [/quote] And if you put this as slots on a sketch of the champion (like in other games) you don't have to know these limits but you see them.
[quote who="taltamir" reply="2" id="3066256"]This is stupid. Its the magic amazing super technology of a pack beast... there is no justification for out of combat weight limits. Especially for potions which are supposedly very small and light. [/quote] It's not so much realism I had intended but solving the "I carry around unlimited eqipment"-problem. Adding all equipment to the weight-system is a way to solve this problem without changing the current sy
I like the weight system - it's good old roleplaying. But I think you should add all items and not just the ones that are worn to the "weight list". That would avoid heroes carrying unlimited potions and such. What is carried by the champion and what is carried by the horse probably has to be distinguished because otherwise a horse would be too mighty. Perhaps what is carried by the horse can not be used in combat. Another possibility would be to make horses much more expensive.
For a 0.75 beta I think we're in a good state. Considering ~25 Updates with 1 update a week means another half a year of developing. 1) The AI. The game is already fun, the ai isn't. Strategical as well as tactical. 2) Caravan/Trade micromanagement --> Make it a macro/meta screen like foreign relations/research/etc... 3) Tactical combat. What we have is not better than what has been there for years in MOM and HOMM. I don't want a dif
[quote who="Alstein" reply="61" id="3065901"] Also, it might be possible the slow tech speed is part of the problem here as well in terms of feel. [/quote] I think so and they already put a change into the changelog for 0.76 so we'll able to test this assumption.
Interesting ideas in here. For me the current cities are not that bad because mostly all mechanics are in and they only need adjusting. 1. Levelling up is cool: Just make the level up buildings preconditions to other buildings in the tree, so that a path is decided. 2. Unrest: As it it it's the difference between good and excellent, make it a difference between bad and good. Include your race, factions and diplomatic actions into the unrest calculation (Fallen don
I think you need to do something with caravans/trade. It's too much micromanagement. First you have to build a caravan for every other city and then you have to sent them to each other remembering or looking up which city does need another one (because it's always profitable). For they can be killed easily, you have to do that some time again (and again). Here are 2 ideas to make it better: 1) If you want micromanagement then only make some routes valueable (long
Oh, you're right. Ctrl-Click works - how could I miss that.
To make tactical combat more tactical I'd like to see some special tiles like 1) "special height" that gives advantage to defence and archery 2) "open field" that give advantage to cavalry attack 3) "rough terrain" that gives advantage to the defender 4) "swamp" that slows down movement etc.. There could be 0-3 special tiles on a tactical map. So one has to decide which he like to claim and so on.