[quote who="willernest" reply="3" id="3346945"] I've noticed that while melee units have to move around obstacles, ranged units can shot through hills. I can understand that area spells probably should impact the entire area but it doesn't make that much sense to hit something you have no line of sight to either. I'm new so perhaps have missed something.[/quote] No, you haven't missed anything. Ranged units can shoot through anything (even their own a
phazonfreak
well, it is not really a bug, it is intended that way. You get the gildar bonus and unlock the harbor and watermill improvements if you researched the tech, this is the benefit. You can argue that the benefit is not enough and should also increase the food production, sure. There are actually quite a lot of cases where the "+x ->+x" indicators show no increase (harbor -> watermill on gildar bonus for example), it's just there to remind you that the building in the tree you a
as much as I understand some of the frustrations and criticisms due to the removal of the entire encumbrance system (I initially was very skeptical myself), I have to agree with sweatyboatman here. Encumbrance was not a good system and added a form of micromanagment that didn't add any meaningful depth, the more time that passed without it, the less I actually mourn its removal. I think armor proficiencies are a better solution if they are followed by more varied traits connected to diffe
catapults are awesome, especially if you try to take a heavily guarded city as one would imagine. With one catapult in your army you can easily crush the archers at the back of the map and don't have to worry about rushing to them with your mounted units. They should get even more important if movement abuse with mounted units + charge trait and the general combat balance will be adressed in an upcoming patch.
As a general rule I would say choose... Town: if the city has a high grain yield (4/5...) or potentially so (farms nearby), if the city will be within your empire, if you need a food/gildar/health boost for your faction through improvements. Conclave: if the city has a high essence yield (2/3...) or potentially so (scrying pool faction trait, oracle city level reward), if the city will be within your empire, if you need a research/mana boost for your faction through impr
[quote who="WaitingOnTheGame" reply="15" id="3346332"]If I can recall, Wardell said that at one point this game was SUPPOSED TO HAVE REAL TIME COMBAT Now please take a moment, and let that one sink in. Thanks. It's good to have the facts,and I am most happy to bring them to you; though granted I like to just make stuff up too sometimes, as It's quite fun. [...] You who lack vision might think this, but some of us have dreams and passio
don't forget that you also get +1 Fame per turn for an Adventurers Guild since LH. I agree that the xp bonus for stationed champions is still pretty underwhelming and needs some love (I think the best solution for this problem that has been argued for a long time now is xp reward for each constructed building in the city), in the meantime the fame bonus alone is enough to warrant an Adventurers Guild.
Tactical but quick turn-based combat a'la Master of Magic was an essential part of WoM/FE/LH from the get go and I must say your suggestion is probably the weirdest I have ever read on the forum. How RTS is supposed to fit this game and playstyle is totally beyond me. Stardock is not a pure game developer and developing/publishing niche games is only part of its corporate strategy. Trying to do an AAA+ game with an AAA+ budget, especially when it's a genre with a limited audie
[e digicons]k1[/e] another endorsement, that sounds like a very good idea and would probably solve a lot of balancing issues when it comes to late game unit design.
I have to agree that the removal of the encumbrance system and the current implementation of the armor proficiency traits does not make the game better or more fun, it does feel shallower now and the item management took a huge hit. As soon as you are able to you simply slap on all the different armor pieces of one type, which defeats the entire idea of having different pieces in the first place. I personally never really understood the reasoning behind games that use proficiency like
[quote who="Borg999" reply="80" id="3332409"]As a paying customer, I am entitled to my opinion. I think that everyone with an opinion, believes in the validity of their opinion, and will "dress it" in such a way to convince others. And other people on the forum are entitled to disagree with me. That's how it works. One sided forums where everyone holds hands and sings in unison are nice, but I'd rather have an exchange of ideas (good or bad, or those that I agree
[quote who="Borg999" reply="77" id="3332376"]Also, I think that using the term "entitlement" to label modders is probably not the best choice of words. Do you really want to associate an ethustic segment of your customers with the 47% good-for-nothing lazy bums in the USA who just want to feed off the government? Sure, I understand that games are a small part of your revenues in comparison to the core business. But if it's such a drag to deal with gamers, then why do it at
[quote who="Wizard1200" reply="37" id="3332185"] Wow, that is an impressive changelog. I think playing the beta of Legendary Heroes will be amazing, but the number of paths should be reduced to 3, because: - Every path could have many different traits - Champions of the same path could have many different builds - One path (Assassin) could be powerful against single monsters and heroes - One path (Defender) could support other units <br /
[quote quoting="post"] XP isn't divided if you have multiple champions in an army anymore.[/quote] Interesting. I assume the big changes forced you to do so, let's see. [quote]The unit details wnd now plays the music theme of the owner of the subject unit, and doesn't change the music at all if accessed from a tactical battle.[/quote] YES! THANK YOU! This is actually a big thing for me, I complained about this for like 6 months now and you
It's been stated before, Fallen Enchantress' focus is heavy on strategic empire building and much less on tactical military gameplay. It is also rather clunky and lacks a finishing touch, you will now and then stumble upon stuff that feels like and most of the time is not working a 100%. But there is one crucial and great strength of the game: it's customizability. You have lots of sliders and options to costumize the world, the enemies, your faction, your heroes. You can
Summoning will be beefed up in Legendary Heroes, they talked about it when discussing the new champion leveling system. If you click the first screenshot on the LH page you can see the mage progression tree with the ability to summon skeletons in combat and such.
as far as I can tell by browsing the forums, last word for Beta release was either 7th (one week delay) or 14th (two weeks delay). There is no current information on Beta release and it's been awfully quiet lately. I hope everything is alright, Frogboy seemed a bit sulky in his last postings, somehow understandably cause of the arguments over the AI and Mods.
[quote who="Heavenfall" reply="2" id="3306582"] Pioneers now cost 75 gildar to produce I still think this is a bad idea...[/quote] I agree 100%. In addition, it just feels right to treat population as resource in that matter. You need people to build the frontier, not money. You need money to maintain it.
In tactical combat when you open the unit detail screen of any unit the battle music changes according to the type of unit you check. That is nice and all, but when you exit the screen the music does not change back to the combat music, but to a regular strategic map tune. The heat of the battle is completely lost in the sound. This bug has been around for quite some time now (I think since Beta 3). I realize this is a purely cosmetic thing and nothing high on the priority list, but i
[quote who="Bellack" reply="52" id="3264837"]What? What is the point in playing a game if the AI is to easy? Of coarse you can and should judge a SINGLE PLAYER GAME (HELLO!!!!!!!!!) on how you easily roll the AI on the hard settings. And to wait until you play the other faction and design better units for them in order for that faction to be more of a challange later is kinda of riduculous. And I too perfer a game where I start out in a bad spot over starting in a
[quote who="ntino" reply="25" id="3264389"]I will go play another game and see what else I can conclude. I will play on expert this time. different race, default settings.[/quote] good [quote who="xarilius" reply="26" id="3264390"]While I agree that most of you probably know the game better than I do as you have much more games under your belt, this whole attitude of "go play 20 games then come and comment on what needs work" is silly. You do realize that the maj
Caravans are automatically produced when you make a Trade Treaty with a different faction. You can increase Essence in a city with the Scrying Pool, which is a special building only available with the Enchanters faction trait.
Well, I have to agree with some of the posters here that your comments seem a little off while at the same time a little quick on claiming that the game is too easy. You demonstrate one specific game with one specific setting in order to deduce your opinion about the game as a whole. In the middle of the text and in the very last sentence you claim that you would be happy to learn about different settings that might increase the joy of playing the game. Several people gave you several id
We had this discussion before about spells that allow both strategic and tactical casting. It is basically the same principle as in Master of Magic and I think it is perfectly fine as it is. As you said, if you cast the spell on the strategic map, you have to pay an upkeep to make it permanent. The option to cast it during a tactical battle is only as an "emergency" to quickly benefit from it, but it will fade away after the battle. Suppose you dont want to pay the upkeep, because you dont ge
the game freezes when a cave bear tries to attack any of my units. The problem may be tied to the Maul ability but I am not sure, because it happens even before the bear lands the first strike.