Maybe I just don't understand the mechanic, but the last few betas I haven't ever found a need to build a tower of dominion. In most cases the +1 border doesn't matter, and I run into the food limit for a city fast enough as it is, so why would I need to get there slightly faster with 0.5 more growth? Come to think of it, I don't think I've ever built any buildings that add to growth rate since I'm always food limited anyways. EDIT: On topic thou
Dhuran
It also seems as if the buildings that reduce unrest are there solely to allow you to creep up your tax rate. I played an entire game last night without raising my taxes, and I never had to build more than one of the unrest reducing buildings. It's good that I could avoid that whole group of buildings since I didn't need/want them. Perhaps it's meant to balance out having to pay for upkeeps for large armies by making you have to build intermediate buildings so you can increase the
Before playing this beta version I fired up WoM again out of curiosity, so I could compare the gameplay between the two. My thought was to play several dozen turns of each. What actually happened was I played a few dozen turns of WoM, and then played FE for HOURS without even realizing it. It's unreal how addicting FE is compared to WoM, and I think it comes through in the polish of the game mechanics. You guys have done a very good job focusing the game! That
[quote who="seanw3" reply="6" id="3236448"] Quoting GFireflyE, reply 5We are in agreement. I don't agree. The power of 1.0 is in their hands. After that the modders have the real power! [/quote] Especially if they add an API this time around!
Could always try genetic algorithms and have the AI learn by doing. The major difficulty there is developing the weight function you use to evaluate outcomes. But if you put a little thought into it, you can actually make it very objective. Just make sure you set the WILL_BECOME_SKYNET criteria appropriately.
[quote] (1) How do you think we should refer to this game? Elemental: Fallen Enchantress or just Fallen Enchantress? [/quote] I personally like the Elemental title. It depends on what your goal is. If your goal is to distance yourself from the first game, I would drop it. But just keep in mind that reviewers will likely point out the connection either way. [quote] (3) What sorts of additional magical spells would you like to see us add before
I would say the balance in FE needs a ton of work still, but caveat that with the fact that it's still in beta, and the balance should not be fine tuned until all the game systems are finalized. I think that the necessity for extreme expansion is likely just a symptom of some balancing issues (they need to power some other strategies up so there is more than one viable way to win). Also I think the magic system needs some love. It's the one system that hasn't been
So many cities! Notice the improved tactical action bar. You guys move quick.
What would be the differentiating factor then, if they are just looking at who it can destroy? This is the exact sequence of events I was experiencing. 1. Small enemy city right next to a forest dragon parked in his lair. 2. My army walks into the city and takes it over because it was undefended. 3. Forest dragon wakes up the very next turn. What criteria is it using where an undefended small city is a less opportune target than the same city with an army in it
I agree with you on the increased micromanagement. I was definitely feeling the burden after my first play through. Some if it (with world resources) could be helped with timely indicators that tell you something can be upgraded. I was actually thinking of Endless Space during one of the games while observing the extreme expansion that seems to occur in 1 or 2 AI players. Endless Space has a system where expansion has a global (or I guess universal in that game's ca
I have noticed the same thing. The AI establishing cities literally right next to a monster lair tile. The instant I take the city, the creature goes berserk. Now I was using it to my advantage in an earlier game. Since I didn't actually want the cities, I was using the monsters as an indirect way to get around the 5 turn Raze timer. All I had to do was vacate the city since they would attack on the very next turn every time.
Could you just make it so as long as a forest or river passes through your influence region, the dock or lumber mill just gets created on/near those tiles? Why does there need to be a city hub adjacency requirement for those improvements?
I voted good! This was a HUGE improvement over beta 3. Well done! Pros: + City specialization is a good direction. It gives the cities personality. + Fantastic job on the new interface elements. I especially like the new spell book. + Outpost upgrades were cool. I also liked the improvement upgrades being implemented with tile resources as well (like shards). + Essence is a good add. I think it has potential as a resource but it could be
Right now, maul is functionally super haste. If that is intended, then a limit on the number of attacks able to be executed doesn't make sense. If it is not intended, then there should be a finite limit to the number of attacks that can be performed. Perhaps that limit could be increased based on dexterity or something.
[quote who="kryo" reply="62" id="3179953"] Quoting GFireflyE, reply 60To upgrade, gotta buy the OS, Office, and more RAM Office 2002 still runs just fine on Win7... just how old of a version do you have now? And if you've already got 4GB, you have plenty enough memory to run Win7.[/quote] I use the latest incarnation of open office. This is free, and functionally able to do anything that I would use MS Office for. <a href="http://www.libreoff
Is that a trouser cudgel? "Be that a cudgel bursting forth from thine trousers, or doth thine disposition be thusly improved by mine presence?"
This screenshot is from the aftermath of an Easy game, so I don't think the AI is supposed to get any resource generation boosts. Looks like Ceresa has the ability to generate hundreds of millions of mana over the course of one or two turns! On a semi-related note; it would b
I think those would all be positive changes. Right now the city enchantments don't feel very effective on just one cast. It's probably made worse by the silly amounts of mana that the AI can get. I don't know if it's a bug or not, but in the post-game review, Oracle Ceresa was shown as having mana that would literally spike up into the hundreds of millions (I was playing on Easy). It would also be cool to have some defensive or passively offensive enchan
I say turn the ability of being able to peer into enemy towns into a spell. One that enchantment wards can block.
[quote who="Stupidity10" reply="61" id="3135829"] Quoting Dhuran, reply 59I love the different element specific counterspells. That's the type of thing that magic-centric games should be made of. Basically anything that adds to the flavor and utility of magic, I love. More of this please! It would also be cool if magic got its fingers into all the other systems of the game. Also, death/life magic counterspells? Only fire, cold, poison and lightning have their own dmg type
I voted excellent. Progress has been tremendous since the last beta version. I think I tend to play a bit differently than a lot of people that I've seen posting. Mainly, I usually don't spam a whole lot of cities. I'll usually start a second city after my first one has been established with a focus on grabbing some shards for mana and extra spell power (until I take some over later in the game). I'll build a small fodder army for my sovereign and let hi
Regarding the shop issue, I have two suggestions off the top of my head. 1. Lower the price at which you can sell magic trinkets you find early in the game, and have it scale up later. Early on, when people are more concerned with surviving, super magical weapons won't have as high of a demand (since it isn't something essential, like food). 2. At the risk of adding more numbers being thrown at players, I simple solution would be to have a personal coin purse for the s
I was pleased at the variety I saw when looking through the core spells .xml file too. Don't forget the ApplyIfSpellTargetKilled tag.
How about you can choose to dump extra mana into a spell to increase its effects. The amount of mana it takes per increase could depend on: 1. Caster spell mastery 2. Caster intelligence 3. Number of shards controlled for that spell's element (largest reduction?) More mana for increased effect could also mean the spell is harder to resist and counter, but the casting time would also increase in step with the mana increase.
It seems like outposts should be able to exert influence, but only if you have units garrisoned there to actually exert the influence. It would make sense if they behaved the way they do now when no units are present. However it would be nice if they acted like influence repeaters for the nearest city when units are garrisoned there. It could even be a percentage of the city's influence depending on the type and quality of units stationed there.