In general, I like the swarm mechanic, but it does mean that many battles get decided by moving first to get a bunch of "cheap" swarm attacks. One thought is that swarm can work like blocking does in Blood Bowl -- You get a bonus for each ally adjacent to your target, but only if your ally is not adjacent to different enemy. The idea being, you can't swarm a single target if you are in danger of being attacked yourself. This would negate some of the first turn swarm spam and that
ChrisMagoun
When I close down the game, I am getting an error popup saying "There is no disk in the drive. Please insert a disk into drive \Device\Harddisk1\DR1."
Good news on the official mod tool. I might putz around anyway just to explore the structures... I was hoping to avoid manually typing all that xml :-)
My main issue is that I usually end up with a lot of garbage items not quite good enough for my main champs, but that might be useful for a newly hired champion. Unfortunately, the walk isn't worth it. I would like more items in play and the teleport serves this purpose... and I think encourages more decisions in the long run (and more fun ones). As it stands, mainline champs get all the stuff because they are more likely to have picked it up.
Is there a guide on the game's xml schema? I was thinking that a useful programming project would be the creation of a modding program that put an easy to use ui on top of the xml.
I would like to be able to transfer items between champion stacks without having to move the stacks manually -- similarly to Master of Magic. This could come with a cost of mana, or gold and perhaps a delay, or a chance of the item being lost. On a related note, it would be pretty cool to be able to trade items as part of a diplomacy offering. I figure that the base value of an item could be similar to its sale value, but there could be a significant bonus if the AI player was "intere
Just for curiosity's sake -- those who feel the game is "muddy", have you played Europa Universalis III? How do you feel that game's choices compare with FE's in terms of feeling meaningful and getting instant feedback? I think that is an interesting comparison because, in terms of economy and empire-building, I feel a lot of the choices in EUIII are fairly subtle, yet they are meaningful in the long-term. I don't think that is a bad goal. I don't need instant feed
[quote who="Sethai" reply="20" id="3147640"]There are loads of "while-the-production-queue-is-empty" buildings that I basically never build. I'm not sure whether an inactive city is something that I should really by OK with. Doing the cost/benefit analysis requires knowing how much inactivity there will be or what i should aim for, and I've no idea. I seem to keep them busy almost all the time. Does the AI not? Is that why the AI sucks?[/quote] These are analogues to other 4x
The points you bring up are interesting Keith, but I don't think that streamlining always going to be appropriate. In the case of FE, and of 4x games in general, I think the main question is one of abstraction vs. simulation. Which parts of running your empire do you want the player to have a hand in and which parts are ignored, or glossed over with a roll of the dice? After all, Risk essentially captures the same concept as Fallen Enchantress, right? I produce armies, take over t
From what I have seen, if your Sov starts with Path of the X, he still gets to choose a path at level 4 and thus can have two paths. Not sure if this is intended.
I do not like the fact that the AI will cross into my territory without a non-aggression pact. It means that to maintain a border, I have to manually scan all of my territory, click on the enemy unit and tell them to leave. It creates a lot of unnecessary extra clicks for a human player. I think the default setting should be, "I don't want any other factions in my territory. If you want through, declare war or ask for a non-aggression pact."
How do people feel about the trait "Clumsy"? Right now, I feel it is sort of an obvious choice. If you are creating a wizard, you pick it and get the extra point. If you are going into melee, you don't pick it. I am not a big fan of obvious choices like this. You are essentially asking a player, "You making a mage? Yes? Here is an extra point." I understand that there is a drawback if your mage gets trapped in a melee, but then again, I could just cast a spell at point-blank
I had a similar experience with E:WOM in that I was very excited by the prospect of Stardock paying homage to MOM, but was ultimately disappointed with E:WOM. Fast forward almost two years, and I had mostly forgotten about Elemental and its successor, Fallen Enchantress. A couple of days ago I decided to revisit the game and activate my beta copy of FE. It is actually hard to describe how much better FE is compared to E:WOM. Everything from the city building, to the unit design, to th