I really don't even tend to fill out a full stack, I rarely get that much crystal. I use summons before tough autobattles so they get killed instead of a valuable unit, since the autobattle is horrible and only the last unit in a stack ever takes damage. The earth elemental is always useful in that way, even late game. But ya, I think other than as damage-sinks they tend to suck, maybe rather than giving them special army slots just have most units without weapons (monsters, summons, beas
Sanati
What is the point of this suggestion? Do you feel these units don't warrant the use of an army slot as is (too weak)? Maybe they should just be made stronger instead, or you could switch to summoning them in battle only.
[quote who="Kongdej" reply="1" id="3306945"]what's wrong with using Calvary[/quote] That one has a surprising meaning actually. If they need help spotting those typos though then we may have found the problem. [e digicons]:P[/e]
[quote who="Frogboy" reply="11" id="3306534"]In the upcoming expansion, the "Faction prestige" thing is going away. Instead, city growth will depend entirely on available food and unrest. The more cities you have, the more unrest you get.[/quote] I can live with that. Not the most exciting method, but it's proven. Just curious why we have to wait for the expansion for that though? [quote who="nDervish" reply="14" id="3306789"] The lack of any "Cities are far fro
You can edit the text after creation. Custom factions (and sovs) are stored as fairly easy to read and understand XML files under "Documents/My Games/Fallen Enchantress" (for Vista anyway, probably similar for 7/8). You might have to start a new game to see the changes. I mean the issue you reported should certainly be fixed, but for now there's at least a way to salvage any races inadvertently mucked up by it without recreating them from scratch.
Do you mean you see the background but no sov in it? I have seen that before, seems totally random, and often I will see for example their mount but not the rider. Anyway I started another game and got the same problem with the same custom sov. It's basically a Ceresa clone with clumsy and Procipinee's Crown added on, everything else is pretty much the same (except appearance), she leads Resoln not a custom faction. I've played against this leader multiple times befor
I never change it from low, ever. I also use Cruel on most custom sovs. Basically by the time I get my major cities all at 0%, I'm earning more than enough gold and research and don't feel like crippling the "setup speed" of the newer cities I've dropped. It's something I might think about raising once the map is 100% settled, I'm deep in war, and my cities are all maxed out , but I never get to that point since I usually win (or feel like I have) long before then. <p
Playing a game now where I picked all the AI leaders beforehand, hundred turns in or so I realized one of the factions I picked didn't spawn, instead I got Lord Marken leading Altar for no apparent reason. I am pretty sure the faction that was supposed to spawn in it's place was Resoln led by a custom wraith sov I have played against many times before. There is no other Altar or Gilden faction or leader on the map, so even if I had somehow picked Marken instead of the sov I wanted it
Saving and reloading that game again forced the whole map to update and all the spider nests around the map that had spawned for the event (that, again, never happened in this world) came back, including the Spider Queen web which I found later, no spiders defending any of them. That's a lot of map locations that failed to clear on unload.
Are you able to change your default audio quality? I used to have mine set to something high and it occasionally caused some issues like you listed in some games, so I set it to 16 bits 44100Hz and it's been fine since.
His specs are in his other thread. I just read it and instead of replying to the old one I'll add this here: You said you changed your regional settings to English, but did you change your actual "location" to an English speaking country? Or your language for non-Unicode applications to English? I switch between Japanese and English a lot and sometimes a game requires all three to match in order for it to not crash (surprisingly common issue and most devs don't seem to care ab
I suspected as much just from the fact that after reloading a bunch of times the game starts to really bog down, or hitting Ctrl-N a couple dozen times (trying to get a specific champion in a decent start) starts to break the game with parts of the graphics ceasing to show up (like tile yields), but I just ran into a situation that I believe confirms my suspicions. I was playing a game and doing pretty well for a change when I got the Spider Queen world event which caused two nests to
[quote who="Mtrixis" reply="89" id="3306199"]I'd rather see bonuses for less, larger cities than penalties for more, smaller cities. Penalties suck, bonuses are fun, either one serves to balance the strategic options.[/quote] If you give people a bonus for doing one thing, then they feel like they are penalized when they do something else, the end result is the same.
[quote who="Vendetta187" reply="86" id="3306055"]Instead of making it solemnly harder to found cities in the first place, there is also the option of dimnishing gains from additional cities. Right now, more is always better, giving large empires a growing edge over smaller ones. Every city you add, is just that, a new city that gives you more power, ressources, gildar, research. It is basically exponential growth and by slwoing down the pioneer generation cycle, the curv
They probably have to look at equipment to tell the difference between a spear, a bow, and a staff for example, or the difference between a shield and an innate defense modifier. Each of those distinctions probably has some weight in what traits they will grab.
Move outpost creation to scouts and do the -pop thing for pioneers IMO. Though 30 seems low, I'd go as high as 100, perhaps have it scale based on game speed (like 30 fast, 50 normal, 100 epic).
Playing with Ctrl-N a lot today and I've found the starts are fairly consistent on random maps. The areas outside of the immediate start location can vary much more though of course. Pretty much the same as Civ5. If you get into a situation where you have nothing nearby to settle, make sure you snake your starting city out as far as possible toward an area that looks promising. You can fairly quickly push your border out far enough so that it revives an area you can drop another c
I just did that map and also had major issues with that wildland. When I took the (undefended) city I was not able to end that turn, I pressed enter and clicked the button multiple times and nothing happened. I saved and then reloaded and that cleared up that issue, but like you I was never able to get the wildland to clear. I thought maybe I had to fully pacify the city, so I got the occupation unrest down to 0, that didn't work, so I tried leveling the city from 26 to 27 (which required
[quote quoting="post"] Also, there seem to a be a few reviews to which Island Dog linked in the News section that never made it to Metacritic. Why? [/quote] Metacritic only tracks certain review sites/publications. I would guess it's either a traffic/popularity requirement, or they have to register and possible pay a fee to get their reviews listed. Either way, a lot of the dinky little one-man sites/blogs that release reviews don't get tracked by sites like metacri
[quote who="nDervish" reply="41" id="3305473"] You really don't want to get smacked by a seven-man company with +20 lightning damage per figure... (But, then, you probably won't. The companies of archers dealing 30+ damage per figure will probably finish you off before the lightning hammers have the chance to hit you.)[/quote] You mean you don't use mounts and charge on your lightning hammer units? [quote who="sjaminei" reply="42" id
Actually from what I've seen, the only real advantage to having multiple cities in the current version is more research. With just a single Fortress being fed by lots of resources/outposts you could easily hit level 5 (a few farms) and build everything in one turn (a few clay pits). Building more cities to basically get empire wide +prod per material and +food per grain to feed a main fortress city ends up splitting map resources between them and in the end accomplishing the same thing wi
I really wouldn't call you a "new player" after 120 hours. >_> People have been asking for that kind of tactical combat since WoM. Apparently it sucks on purpose, because it's not supposed to be the focus or whatever. It seemed like they talked a lot about adding new quests throughout development, but honestly it feels like there's significantly less now, to me anyway. I really don't think we are going
I'd personally vote for having all magic weapons scale with unit level. Something definitely needs to change though, the weapon isn't necessarily overpowered in the grand scheme of things, but it's pretty consistently the best (or nearly) option throughout the game, and certainly always so for normal units compared to other tech melee weapons.
The yields you see on tiles in game are not the yields of that one tile, they are the cumulative yields of the surrounding tiles. It's sort of like CIV where a city uses multiple tiles around it, except simplified so you only have one number to look at. You are never going to see a yield number on a tile you can't build a city on, but the yields of the tiles surrounding it will be boosted by whatever amount.
I know this is a bit old, but in case anyone does a search for the topic, there is indeed a limit (at least in 1.1+) to the number of demons spawned. It appears to be 2 per city (possibly per shard type or total, I'm not sure). Having 5 death shards attached to one city will only give you 2 cyn demons though, of the appropriate tier/s of course. If you move some of those shards to another city then more will spawn at either of those two cities depending on which shards already have active