I wouldn't mind seeing more highly upgraded monsters and a deeper variety of scripting and abilities, but I think that some of the rush and bash tactics come from general balance issues, so I wouldn't mind seeing how that shakes out first. From my own experiences, some of the most interesting battles are early, on especially against stronger enemies when you're not just using bash champions. Then you see things like dodging and blocking really mattering, curses or bu
FallingStar0280
A couple options that might work out for you. One is to keep talking to Dell customer support. From what I've read they can be pretty helpful compared to other companies, and I've seen at least one person in a similar boat (the 2209 replaced with a 2311 that they were unhappy with) talked with them for a bit. It took a few replacements and a discussion on why the more expensive 2311 isn't better in all respects, but they eventually ended up with a U2410 as a re
After playing several games of the beta now, and reading the forums a bit, I had a lot of ideas on some mechanics that felt a bit weak or unbalanced. So sorry for the wall o' text, but thanks for the patience if you read it. I'm trying to keep the mechanical changes to a minimum but focus mostly on balance. That said, I'll immediately go to the biggest mechanical change. --Cities. Too generic right now, so give them the "Champion Treatment" from
Might not work for all zones, but at least the ruins of the empire wildland, there was one tile that had a bit of a golden glow (and I believe a statue/ fountain looking thing), and that was the only one which I could settle on, which then unlocked the rest of it to become neutral (unclaimed) land. So see if there's a special looking tile perhaps?
First off, kudos to Stardock on the beta. I rarely finish a game of a 4x, I usually get to where I'm steamrolling and get bored. For all I tested and tried WOM, I probably only completely finished 2 games, so already finishing one tells me something about the fun factor in Fallen Enchantress. Bugs are off in another support thread, focus here is hopefully on the game play. Started off a new world, all standard settings other than bumping the world size up to medi
Just adding to the list after last nights gaming session, a few notes I made on bugs/ tweaks: Throwing knife not working (seen this mentioned a bit) Special weapons you pick up don't always list the stats in the preview until after they are equipped Popups can overlap and cascade badly (ie having research window open, battle initiating, perks being given, city leveling all trying to open up at once) Icons on popups retaining the sword or spee
Had a few bugs / tweaks/ crashes that I thought I'd mention in one list rather than separate topics (let me know if I should separate out next time for tracking). Bigger issues/ crash: Crash on new world creation after finished tutorial (think this is known) Crash after killing a butcherman, raiding their lair and getting a ring (immediate crash on/after dialog popup) Possible memory leak? - I had the game idle on the main menu for a few minu
Ya, currently using one of the less flashy coolermasters, good mix of functionality (cooling, size) and cost. I like the simplicity of Antec's Sonata line. Lian Li makes a ton of high quality cases, a bit of a different look while not being bling. Good construction. Corsair's 600T is one I loved from a performance standpoint while looking nice.
Just a heads up on that Raidmax PSU, its not 80+gold at all. Its a rebranded Andyson E series (Raidmax sent in a higher end unit to get the certification, then used a lower end part to actually sell). Its not a horrible PSU, but its not all that good. Raidmax isn't a "Known for being good" PSU maker. The 850 is really about the equivalent of a 750 watt bronze certified (or less) of a good manufacturer. Take a look at reviews on Johnny Guru's site if you
Thought I'd throw in my .02 since I've built a few comps for self/ family/ friends. Hardest part is making sure that all the bits are compatible, especially if you're bargain hunting, IMO. Assembling computers now is really easy (especially since power plugs are now unidirectional, and you can't invert them [goodbye 3.5" floppy drive on my first build]), though if you're not comfortable with just watching some youtube videos on harder bits like properly attachi
?- Sovereign weakness that reduces Constitution by 3 and only allows the unit to heal 1hp/turn A slightly different take on it: Rake - or Infamous Rake (nod to The Witcher) - Your Sovereign spends their strength on dubious activities, and don't recognize a bed as a place for rest. I'd also think something like Porphyria or The Noble's Disease would be a historical take on it. Just in case it hasn't been deci
Too bad about the pop system overall. It did make swords vs econ choices interesting to start, but after conquering a few cities or getting 4-5 of my own up I always seemed to be about 100-300 pop needed before I could build a unit to defend a city, which wasn't fun, and it was very hard to plan. Few thoughts on point 1/2 and throwing out ideas. -Decouple unit training slots from # of cities. That is a big reason for early city spam for me, since training units
Only had a little time to play, so very initial impression. Overall feels like another step forwards, had a "this is more like what it should have been" moment, when I had a random event pop up, which I could only beat because of the mace I found a little earlier in an explored hut. Made the RPG part a lot more alive. Having the champs rarer (by intent or just my luck) and most troops you build in groups made my sov also feel more special. I liked what I saw of the
A part of me wonders how much of it is just marketing. If most AA games got the marketing push a WoW expansion or Madden 45 got, then I'd imagine there would be a greater volume of sales, though who knows if the net profits would pay for the marketing. So the digital distribution landscape is great for both the indie and middle market. No shelf space to argue with retailers about, and the various ways that digital stores can showcase games or provide connections to similar gam
Interesting new system, I submitted an idea too. But it does seem that it will generate more unique champs than the old straight line stat boosts, since they generally got distributed the same way for everyone. Bit of a request, on user interaction with this in game. My worry is that if there are a ton of traits, and a ton of champs it might get a bit difficult to remember who has what traits from game to game or even plan an attack (assuming of course that traits can sway
Grats to those whose quests made the top of the list, and I hope all quests entered gave some ideas. The concept of having quests in a 4x really did set Elemental apart to me, so I'm glad that its not being abandoned. I think that the key issue for quests in Elemental isn't so much the quests themselves (though more diversity is always great) but the overall questing system as its implemented. I think that some of the points brought up about long term strategic goals or ra
I spent some time the other week on it, played through a few games. To the questions above: Seemed as stable as base FFH2, at least I never experienced a crash. But it does have a lot of missing texts in the civopedia and sometimes inaccurate notes that refer to mechanics that have been changed (rare) Improvements seemed fine, automating workers didn't crash my economy, but until the 1.1 patch capturing cities can nuke you a bit when you suddenly h
Almost finished with a 1.11 game (just a bit of cleanup steamrolling to do), and it does seem better on the AI front, and no crashes until the pretty late game where I hit an OOM crash. I could tell the early game AI was more dangerous, I was surprised to see surrounding nations with 2-3x the victory points in power when I ran into them, a lot more troops and cities. Also they seemed pretty well placed, were grabbing resources and sealing off some passes on the map. They declare
Hmm, I didn't know if Chr still did anything to hero recruit costs, I know it had been changed and was mostly going by the tooltip. I normally pick bard, so champ costs aren't too terrible in either case, but good that the stat isn't totally useless for the sov. I did run into another odd bug after a bit more playing. Saddled up next to some brigands right before I needed to quit, so went to the menu, picked save, then exit to main menu. After quitting
A warning that this is long, so sorry and props to those that care to read it all. I thought I would give some feedback on the S build as we go into the weekend, since the new builds are coming fast and furious. As ever, the game feels like its getting better in general, though I thought these recent builds are a bit of a step forward/ step back in a couple ways. There's also a bit of feedback on the R build, since I didn't get a chance to mention it b
Just as a short update on my huge wall o' post, I did try a few more starts just since the first 30 was a bit awkward the first time through on the beta, and as I somewhat suspected it was luck of the draw. Had several abandoned caravans + the farm / shard nearby my second start and it sped things up considerably, let me pick what I wanted to expand to building wise before about 15-20 turns in. I also hit a lot more monsters this seed, about average for the last few builds,
I too wanted to post my first impressions/ bugs/ thoughts, and here was a convenient thread for it. Sorry if its a bit of a wall. I played for an hour or two, more of a casual game (custom sov/ normal difficulties/ Tarth kingdom) to look around more than trying to power game or really test the AI . .that comes later. I didn't play much of the previous patch so I might mention 1 or 2 things that were more from a previous patch, but there shouldn't be too much. I did w
I come bearing another idea, and a bit of theory crafting. Had a few ideas on the first page of the conversation, but as I thought about it another idea popped into my head. From a theory craft standpoint I guess the big issues with complex economics and intermediates is that its such a large amount of micro management that it becomes the game. Its why a lot of resource interchange games have very streamlined diplomacy and warfare. Also complex systems
One option that uses elements and concepts in game already: Treat resources a bit more like mini cities. Basic idea would be very limited city square slots (maybe 6 square max? I don't even know if this concept is still planned to be in game, but it could be used here). I'll use an example of a horse resource. Lets say you want to have not just basic horses, but also superior horses, you add a trainers hut (or whatever) around the horse resource that h
Also a bit late to the party here, but I thought I might toss my hat into the circle. Trying to keep it simple and more limited to the base combat system, not the entire tactical experience. Its all interlinked, of course, but just generally: 1) For the overall combat system, instead of a more flat normalization, I was thinking a system like the old board game of Risk might work really well. If you're not familiar, basically you'd get x dice rolls (d6) based on numbe