The reason to build roads is units follow roads but, roads aren't always the quickness or most direct path! This is a major issue when you trying to move troops to a needed area and time is an issue. Please bring back road building!
pad152
I think his point is, it cuts down on your choices to get two identical upgrade options That's the issue, I'm getting both upgrade options (Knowledge and Potential III) at the same time! They both do the same thing and give the same bonus.
I was hitting the Spiders with Tremor to freeze them, then hit them with a Pillar of Flame spell to wear down the stack. I wonder if the Pillaqr of Flame was resetting the freeze? The mouse over would still show the Spiders immobilized for x turns after the Pillar of Flame spell.
There are resources metal nodes, magic nodes, etc, in an area called the Scrap/Bone yard, I picked up the loot but can't build an outpost to access the resources nodes !!
I've used the Spell Tremor (which is supposed immobilized for 3 turns) on Spiders but, the Spiders would move the next turn. The mouse over would show the spider as immobilized for 3 seasons.
What happened? Pioneer's can no longer build roads, I don't see any skills or equipments to design one?
I've seen it now three times when a hero upgrades, Knowledge and Potential III show up at the same time as options. Knowledge and Potential III are the same bonus of 25% experience.
Bet it comes back in a paid expansion! Outside of boats/water movement, coming in the map expansion pack 1, marriage/families is the next most requested item.
Goal - to create female henchmen (Healer, Bard, Wizard) for another race. Step 1- Created a female Bard unit's look and skills using the unit design and saved it. Step 2 - Create a female Bard henchmen, this was only a test. I tried to replace one of the existing henchmen of Altar with the female components from the female Bard unit created in step 1 by editing the CoreUnits.xml file but it didn't work. Ended up with something that looked scarier than any monster or cr
Working ships/boats were promised at one point for War of Magic and I was disappointed they or other forms of water movement (portals, underground passages, etc) were not in Fallen Enchantress. I'll wait to see if or how well the AI uses them. I would like to see an add-on that would add more RPG elements (interactions between champions/heroes/rulers) to the game.
FE Comments Happy to have a stable game and to see city management is no longer a chore. Having played a couple of games, I have the following comments on the game. Game Balance - Seems to hard early on and way too easy once you get spells like Earthquake, Incinerate City, etc. These spells are more like nukes. The AI doesn't seem to use strategic spells? Unit List - When there are lot o
Why even have water on maps, if there is way to move across or around it? It's just too easy to get blocked early on small and medium maps. As of now, the only way around this, is to re-start a new game!
1. When an enemy army is about to attack your city/town you can see how strong they are (attack rating) but, there is no way to see how strong a players forces in town are, their combined attack rating isn't shown anywhere!! 2. You can get trapped on an isolated peninsula, blocked(AI Player towns, strong, creature army, etc.) from the rest of the land mass and there is no way to move your armies over water. This happens a lot on small/medium random maps. The game still needs some
Sadly the things I want (more RPG elements, working boats, etc.) aren't even on the list. If one has to vote for Stability vs. New Features it's game over, time to think about getting out of the software business. STABILITY & PERFORMANCE are NOT FEATURES, it's like asking players if they want a save game option!
I've a battle, Research, and Diplomacy pop-up all at the same time!
You have Raise Land but, no Lower land spell? That doesn't sound right. I think the 0.77 patch is buggered!!
I delete FE, even the game\data that the uninstaller doesn't remove, re-download/installed 0.75 beta Revitalization, Raise/Lower Land spells are there, then updated with the 0.77 patch and the spells are gone!!!
The Revitalization Spell (used to restore land) is missing along with Raise/Lower land are gone in the .77 patch!!!
Updated to .77 and started a new game, I no longer have the Restoration, Raise/Lower Land spells? Can't create new settlements because I can't improve the land!!! What happened to these spells?
The Game needs more RPG/CRPG elements not less. FE is the only expansion that has less features than the original WOM! If the game engine can't handle new stuff, what's the point to continue to develop it? - Dynasties with remarriage if spouse dies, expanded family tree. - Hidden traits that allow hero/family members do unexpected things (revolt/ change sides, kill other characters, spy, steal, run off, revolt, etc.) - Kidnap, capture, ransom, sell, trade
I agree that research is boring. I liked the semi-random research of the early versions of WOM a lot better. Right now research is the same in every game, click click next turn to get this, click click next turn to get that. Hide the research tree and add some randomness to it. Adventure is also very limited, I said many times what WOM needed was something like dungons, I don't know why something like the battle maps couldn't be used as places to explore vs. just the main map.
Sorry but, just adding a plus one to some stat doesn't make an RPG! It seems Distant Worlds has more RPG/CRPG elements, than this. - Bring back Dynasties. - Add hidden traits (each recruited champion has their own agenda). - Add kidnap, bribe & ransom of hero/champion/family members.
Or is what we see in the Beta it?
[quote who="seanw3" reply="4" id="3062409"]"- Unit/Army still can't upgrade units." Yes they can.[/quote] I had a group of militia at level 3 and wanted to upgrade them to Red Guard, how do you do this?