[quote who="Frogboy" reply="42" id="3111636"] As it stands now, FE is still a 6/10 or so experience. When you put it together, just remember that WOM scored 5.3/10 overall. So the question I'd have to ask you is this: Are you saying that FE is only about 10% better than WOM? Master of Orion 3 was a near 7/10. When we give out numbers, I highly recommend http://www.metacritic.com/games. Not because I like Metacritic but only because it provides a
The_Harlequin
If confirmation that Enchantress is, even now, better than EWoM is all that's needed, then np. I can do that and it would be true. BUT, the game is still far from AAA in my humble opinion. Of course, it's a beta, and that's why I couldn't care less yet. This is from the perspective of someone who sees the beta as any other game and tries to have fun with it, not so much as an expert trying to debug it or analyse it to find what's wrong in it. FWIW, my reference as
[quote who="Frogboy" reply="85" id="3102539"] Quoting Bellack, reply 77 Quoting DevildogFF, reply 63Mastroego has an excellent point. It was those FEATURES that made MOM fun. The variety of units and races was really what made the game fun, in my opinion. I've always liked playing different races and having unique units for each race. It's what got me going with MOO, MOM, CIV (to a lesser extent), SINS, etc.... And AOW:SM. They all had this and that is what
[quote quoting="post"] A common request is that the tactical battles be much more complex than they currently are. But one of the design principles of FE is that tactical battles should not decide the outcome of the strategic game. That is, no matter how good someone has mastered the tactical part of the game, it shouldn’t enable them to turn what would normally be a loss strategically into a win. [/quote] I agree. But I still hope the TCs have a
Voted faction differentiation. That, IMO, is paramount right now. Close second would be better AI.
I'm also thinking of a ranged ability for this path called "backstab", where the unit would become translucent (invisible for the enemy), walk to the back of his target, hit it with his weapons with a guaranteed crit (from his dex stat plus gear with crit, etc) and then walk back to his starting position becoming opaque again. A counter for that, if you see rogues/assassins on the other side and you want to protect a weak unit, would be to place a stronger unit behi
Yes, you could do what other games do in that case, giving it an accuracy or damage penalty. I just don't think path of the assassin and daggers, in particular, are very interesting choices right now.
Making a rare trait to be able to equip 2 weapons (for daggers and swords).
Agreed. That´s for me the kind of things that make the world more alive/vivid. Trees moving with the wind, etc. would be a nice touch too.
It's been fixed. Thanks!! (The size I mean). I dunno about the xp thingie.
Must be a mistake. Both are 2.00 GB?
From playing on hard quite a bit, I have the feeling the factions AI is a lot less threatening than the monsters, in that I can usually just ignore them and concentrate on killing monsters and earning xp for my sovereign and heroes because I know they pose no threat (unless I went to far in the map to protect my realm), and then steamroll them. I also noticed the lack of bows and skills that matter for heroes/sovereigns that choose that weapon. And it's not clear fo
From playing on hard quite a bit, I have the feeling the factions AI is a lot less threatening than the monsters, in that I can usually just ignore them and concentrate on killing monsters and earning xp for my sovereign and heroes because I know they pose no threat (unless I went to far in the map to protect my realm), and then steamroll them. I also noticed the lack of bows and skills that matter for heroes/sovereigns that choose that weapon. And it's not clear fo
Definitely #3. I would get a headache looking at a game with #2 after an hour.
Welcome Kael! I had the opportunity of playing FFH and I loved it! Owning both, Elemental and CiV, I have to say that for me it's a win-win situation, concerning Kael. I mean, FFH3 would have rocked, but he working on Elemental should be just as good! BTW, I'm pretty sure we won't see anything like that Moiiska, at least not until he's officially working on the game in november and after 1.1, like it was announced. But, "at this point" (:)), I think this game is a matter of waiting
I´ve had one enemy hurricane (the one that can be used in the tactical combat?) put one of my units on top of one of his.
[quote who="lord ebonstone" reply="22" id="2762690"]Rolling chance to hit and damage together into one stat is silly and unbelievably stupid. Separate them or you tac combat will always suck. I hate to say it because it's bandied around so much on this forum, but in this case you absolutely should have copy/pasted the core principles from, well, Age of Wonders, or Heroes of Might and Magic, or King's Bounty, or Master of Magic, or any other 4X
The way I imagine archery could be improved is by making: Damage and to hit chance depend on distance, unit experience (like in AoW, the markmanship trait), weapon used (i.e. crossbows have no distance penalty, etc), terrain (the higher you are, the more likely and harder you hit), defender stats and equipment (shields, high def, etc.) Range attack have a range limit, so that you can´t attack from half world away.
Agreed Brad. It´s very relieving, at least for me, to hear those words from you. A launch like this generates a lot of ansiety and uncertainty. Like I said somewhere else, I belive this is a raw gem. And now I have every confidence that it´ll get to shine like it was supposed to from the start. It´s time to move forward. DISCLAIMER: This is my comment to Brad´s first post. I haven´t read the whole thread.
Not now, IMO. It really just doesn't compare to what most games of this price tag has to offer. Even if you, like me, love the genre. Just wait.
I´ve had that happen to me as well. I´m not sure if it´s related to the Dominate ability, but it somehow seems to be. Also, though more a feature than a bug, I would like to be able to see buffs/debuffs on units and their remaining duration.
It really does look like an unfinished game. You can see it especially with the UI, not so much with bugs and balance (that was kind of expected from this kind of game). But I choose to stay optimistic about it. I see it as a raw gem. Once it's pollished, I´m confident it will really shine. And it´s not like there´s much to choose from, either. No one makes this kind of games that I love so much anymore.
[quote who="phazonfreak" reply="1" id="2737610"]I think it's still bugged at the moment. There are supposed to be maintenance cost, you can see all the permanent spells listed in the "Enchants" section of your sovereign/caster when you click on them, but I do not really see any penalty to your maximum essence. [/quote] Yes. And for what I saw, there´s a maximun mumber of those you can have at any one time. Like, if you have too many buffs (city and personal), you won&a