davrovana

davrovana

Joined Member # 3610268
86 Posts 1,177 Replies 22,632 Reputation

Willie- Frogboy asked soon enough after 1.2 was released that 100 games was just not possible. No one here is complaining - we were ASKED if we noticed a difference, and I tried to give good details. I have no doubt that frogboy realizes my perspective is limited - he sees it from the code side, and is just trying to get a sense of what we as players are noticing of his changes. Could my impressions constitute poor representations of the average game experience? I am sure frog

42 Replies 29,461 Views

sjaminei- Let me see if I am understanding you. Basically, strong melee troops aren't part of your strategy - you're relying on 2-3 strong champions surrounded by ranged units to make your stacks, with throwaway spearmen being churned out the whole time?

48 Replies 117,414 Views

Um...Map Pack Spoiler Alert, sort of. I have sighted (on the map Dust Bowl) an AI transport, in water, with units on board. In later turns, it was gone. So yes, it moved units over the sea at least once. In the same game, Gilden invaded one of of my custom Quendar opponents, and due to 1.) the serpentine land route required for land invasion and 2.) Me never see a single troop march along that route, and 3.) A landing spot right next to the first conquered

1 Replies 4,933 Views

So I feel like I'm really starting to get good at this game (might just be a feeling), and I can beat the AI on expert most of the time, barring awful starting location. I am now having some trouble with ridiculous (it seems like quite a jump from expert with its HP bonuses!). So from those who have mastered the game, was just wondering how you reliably win WITHOUT EXPLOITS (Altar hero loop etc). In the first 100 turns, I find: -First priority

48 Replies 117,414 Views

This is good news news - after 300 hours or so, the AI's predictability is starting to get a little stale for me. This is going to reinvigorate the game, I suspect. And if the AI is more likely to go for Spell of Making, well, that's guaranteed to make things more interesting. Thanks for continuing to work on FE - looking forward to hear more about LH.

103 Replies 171,320 Views

I love the idea of neutral cities, and refugee units. On the refugees: some quests already acknowledge the idea of roaming people and refugees, could be more interesting if refugee units auto-spawn from conquered cities, and talking to them had a chance of initiating a quest. Or you could pay them gold or influence to become pioneers. As far as new monster lairs, I like the idea of monsters making new lairs, or new lairs spawning over time - but not necessarily as an alt

2 Replies 7,436 Views

Piglet's ideas are sound. One more alternative: one high level caster with strong spell damage bonuses could likely kill the dark wizard with a single flame dart - but he'd have to do enough damage to one-hit the dark wizard, or despair would follow.

8 Replies 8,512 Views

The spell is despair, which you can get yourself via a scroll. It transfers double the caster's level in HP from each unit, halved if they resist. Armies are fodder for the Dark Wizard. Fight the Dark Wizard with one tough champion who can survive one hit from despair. Get in melee range, he's a teddy bear. Or kill him with a strategic spell, vetrar's howl/tidal wave/falling star etc. Or combo of both.

8 Replies 8,512 Views

On roads: If you play as Mancers, their pioneers build roads, and road building is a trait you can give to any customized unit for no labor cost.

42 Replies 29,461 Views

What I have noticed since v1.2: Good: -AI is much better at army construction. In 1.2 I have seen full stacks sent my way, with good balance between archers and melee units. This alone has made wars with the AI far more interesting. -AI puts its champions into stacks far more often, killing lone champions used to be commonplace, now it is rare -AI seems much more ready for war when it attacks now, after war declaration AI attacks with

42 Replies 29,461 Views

Putting all those wolf pelts, skath fins, demon horns, drake teeth etc. to work in items instead of just cashing them in might be interesting, too. Wouldn't it be interesting if you could also craft MOUNTS? Hmmm...if you have a friendly dragon or skath or harridan, you can begin breeding them? Mounts and items are just about the only game objects you can't rename, hope crafting allows custom names.

58 Replies 171,976 Views

Make it a goodie hut that spawns near the center of the map. Once a quest is completed, spawn a "master enchanter hut" resource square. Players can fight over control of the resource, and when a player has it under control, items can be crafted for crystal/gold.

58 Replies 171,976 Views

Two quick comments: -I love the new population cost for pioneers. Much more strategic consideration goes into outposts and expansion. Don't understand why some think it's "broken," growth stat now matters more than ever before. Consulates on outposts more useful than before. -Not sure how much is due to v1.2, but the AI is getting much better at army construction. It may be because it is copying me, but full stacks with archers and melee troops ar

1 Replies 3,096 Views

GFireflyE- Oblivion was amazing, easily one of the best video games ever made. Morrowind's story was by the far the best. Overall, though, Skyrim is probably the best overall game of the three in terms of general quality. But how can I fault you for preferring Oblivion when it was so good?

61 Replies 67,861 Views

Regarding the militia design choice: Militia is not a trained, paid and standing military resource. They are people grabbing the best weapons out of the blacksmith to save their kids. That's why they have great weaponry and no armor. It isn't entirely crazy that they are only around for 1 battle - no one is leading them to respond to the threat at the other end of town. Maybe the presence of trained units could organize militia so they'd be around all turn? <p

221 Replies 588,487 Views

1.) AI more likely to fill all available army slots in a stack before sending it out 2.) AI more likely to mix army stacks with melee units, ranged units like archers/mages, and champions for combined arms effectiveness 3.) AI much more likely to build mages (or the empire equivalent) whenever tech and crystal make it possible. This will instantly make the AI's armies a lot more effective, and necessitate spying on the enemy to counter elemental staffs with the appropriate

221 Replies 588,487 Views

Shooters are great, not for dummies. They just require less time commitment than strategy games, generally. I've logged between 150 - 200 hours in the same game you have. I've seen the bugs over and over. Here's my own post on suggested AI improvements, for the record: https://forums.elementalgame.com/439017 FE is frustrating at times, and has lots of typos, but nontheless is functionally finished

61 Replies 67,861 Views

If you are worried about a video game wasting your time, you should probably stop playing and get some work done. Or, you should just play a shooter, get your catharsis out on some quick killing, then move on. PC strategy gaming, as a genre, relies on a certain amount of patience and time investment, no? FE is clearly not designed with quick, in and out play time in mind. Hard to sympathize with those having a scorned attitude about this. Plenty of companies will take more than $40 of

61 Replies 67,861 Views