To be honest Endless Space is by far the Gold Standard as far as 4 x GUI is concerned. It may have its major flaws but the game was designed with the UI as one of its central design pillars and it shows. Civ 5 (which I actually like as a game given it takes way less actual time while still being fun no matter how far better Civ 4 actually is in many respects...) may have a solid GUI but its not fair to say its the best with such examples out there. (Even if a lot can be learned from ES on how
Blackmantle_
@ Tasunke: For a life demonstration see the developer video of the game where the ruin of summer elemental lord attacks a bunch of spearmen. I remember a funny pic in the thread where that video was presented (quite at the start of the FE beta phase.) For easy access to that look at steam page of fallen enchantress should you have steam installed... If the attack and the enemy squad is big enough = fun... :D
Any Sovereign of a Betrayers-Faction should be able to do. Bring on the life death-hybrid spells. Great Idea indeed. :) (maybe good enough even to include as an easter egg in a patch-update somewhere along the lines. I'm sure the team whould be able too cook up something nice) If I'm not utterly wrong somewhere during the beta there where regular kingdom-heroes able to cast death spells (one or 2 Level 7 or nine). I believe they where cut / corrected down the line... <
Whould give it a C+ overall (nice story, good followup on tutorial, solid point of dificulty for new players / possibly reviewers and nice presentation of the monsters) given I had a bit of fun with it otherwise not liking Campaign-Modes in TBS games mostly. Agree with some of the points. Especially the walking around klicking end turn much / low speed (but that is one of the few minor things I do dislike about the game in general, not just the campaign so no major deductions from the campaig
Good reimagining for an AAA Title. Fairly polished for a firaxis fresh release (enough bugs though to not make ironman mode a reccomendation for first playthrough even for those who don't like saveloading...). Fun game. Some stuff a bit to much streamlined to my tastes (Feeling of linearity is the most glaring thing I find a tiny bit lacking compared to the original XCOM 1. Nothing deterring from the overall impression of it beeing a solid strategy game.) The good thing about b
Big Kudos for an actual Manual designed by the developers of a game worthy of the name and the time reading. Sorely missed from many an otherwise splendid 4x recently...
Best of Luck with the Launch Frogboy, Kael and everyone else at Stardock. :) Was one heck of a wild and fun ride with the beta most of the time (unlike Elemental which I found not fun and shelved after it was streamlined to put it on its feet). Not sure if all the last stuff (final nerfs on magic and heroes across the board if modest) exactly fits my taste but they seem sensible and the game seems round now. Kudos for effort and result (feeling a bit to polished overall for my tast
Oh, don't get me wrong. I whould also very much like the troops to matter more (but not by making heroes a less fun or less powerful feature. Instead breathing life into units actually). I think we are roughly in agreement what we like. The difficulty thing was just a reccomendation for the current state of the game and what you described in your last post, not how an ideal state iof the E:FE-game whould be like. At riddiculous though the AI currently very much field
Agree that the "I'm to busy for this" option should either be removed or be very clearly denoted and warned from (and if its kept ideally be given a warning window which you have to approve to really remove the quest) A "come back later option" sounds like a mandatory feature these days. (hope the intended option of even a lost fight not removing the quest location / quest conclusion is made a reality either...) Hope this part of the changelog soon gets realized... (
@ leroy105: Sounds like you seriously need to up the difficulty. Your playthrough sounds like you might be needing to up the dificulty to have fun. (try very hard or riddiculous to find some challenge with even heroic strategies...) Agree with not understanding limiting certain enchants to heroes. :) (might be another little thing where a switcheroo whould be ok. Why not just allow flaming blades for units instead of heroes?)
Grr. Forums ate my post.... :( reminds me why I usually start a post and then edit it instead of writing and then submitting. No matter how hard it is to the other participants in a discussion to respond to it. Is there no way to put in a clipboard instead of a writeboard as first step so stuff one tries to post isn't lost when the forums are wonky...? This post will be shorter than the original one thanks to bad forums... Agree with that there shouldn
It seems to be tied to taming all oposing participants in a battle. While fighting multiple beasts and killing just one. All participants do get the XP and damage (including the newly tamed beasts, so if you have a big battle and want the XP kill something in the fight...) Other effects are also erased including damage so no need to complain about dangerous either... ;) So agree with Kongdej that there is at least some kind of bug somewhere in that skill... (Her
Let someone with acess to the source code explain it (ideally someone who can convince Frogboy or Kael to make an understandable documentation for that to happen) Other Option: The buffs actually not just multiply from the base value but actually multiply the multipliers? That whould actually seem mechanically silly though to be honest.
Maybe your base value is off? Stuff like Attack Books, Attack Traits (for example from path of the warrior) all factor in. I found most of the stuff in FE actually roughly adds up but some of the stuff is truly badly documented. (Like very visibly seen here.) I guess you get a better chance to get close to the result if you take the 340 as the base and invert the calculation to see what whould be the base to get to 340 and try to get together how that base could have com
If I'm not mistaken the calculation is done like this: (base value + fixed bonus 1 + fixed bonus 2 + ect. ...) * (100% + Multiplier percentage 1) * (100% + Multiplier percentage 2) * ect... So add up base value plus all fixed bona and then multiply by each multiplier percentage If the display is the result each item produces as part of the final equation the numbers might very well add up to the above. And Indeed it might very well be that just base damag
Ah now I see what you mean. Thanks for the explanation. On the Other hand factors in a multi-factor multiplication are freely switchable by maths if I'm not utterly mistaken so the popup might actually be right and the assumption that the base from which to count of is 10 a wrong one? (Which whould mean the display is calculated from the final result as a from 100% calculation. Not incorrect by math but a very awkward way to display the maths I give you that...)<br /
Here is still very much hoping that both in souvereign creation as well as faction creation different values for different traits are reintroduced somewhat (like a spread of 1-3 in cost and axing the 0-cost stuff in favor of costing 1 point as well as defaulting the average trait at 2 and doubling the points available. Leaves more option to balance stuff right. Starting techs are way expensive currently as are special weapons while stuff like brilliant or starting with a 1000 Gold or light pl
With Life 3 and Earth 5 this sounds to me like an allright effect to be honest. Good combinations especially if you stack so many should lead to extraordinary results... Not sure where the bug / exploit is, if anything that would be a balance issue whouldn't it?
1) I think both whould be fine and have merit. Depends on how much you trust the Quality of your game. If its good enough (read excellent to classic) it might redeem the franchise. If its "just" good Elemental's "fame might drag it down. I for one whould be happy if you whould give the game another month or 2 compared to the time announced on steam (those people wanting to play can always go for the beta...) 3) More content in the higher echelons (Tier 4 and especially 5
I consider it possibly the best vocation/background in the game given that spiders (immobilize, the harridens also are hitting quite heavily and hoarder spiders kill. Lots), Umberdroths (Gamechanger if you can get one), great wolves (very powerful with swarms of Wolves / Spiders) and a few other nasties are beasts and tamed beasts cost no wages as well as pumping up faction power (say hello to tribute payments and non-aggressive pacts with a bonus on riddiculous). Bears and Cave bears do pack
Indeed. Missing Gibli means lots of great stories and films (not just compared to the animated ones) to experience yet. Highly reccommended. Makes a lot of the above pale in comparison. (If you can handle the relative lack of antagonists that is...)
Ridiculous. But I won't play until next beta again since Stardock works on next Beta which will release in a few weeks and I am short of free time... I am an optimizer (not only but in majority) in TBS and still like myself a challenge (also makes for good testing what stuff is easy to abuse and what stuff is completely and vastly over the top. So even while it is not a measure and test for good overall balance its a good way to test the limits and report on those findings...)
Nope you can just cast freeze or tremor (not even very hier tiers of elemental spheres) or have distributed forces all works just alright. So does tornado, pillar of fire or firestorm in different yet effective ways (as an enchanter those options even work offensively in neutral territory thanks to arcane monolith. Zone of influence does and should matter a great deal imo). I get along without it in most of my games allright. (until maybe mopup but at that point its a huge boon without
@ Havenfall: only if the move of most units is 2 (maybe someone can explain me while units need to crawl in either tactical or strategic "no matter what". The conditions themselves might be the real problem which should be tackled head on is another way of thinking about the issue) and there is just flat land and excessively small, otherwise I can't blindly agree. If the average is at 4-5 or higher that whould be much less of an issue pair that with a bigger tactical map and e
Oh I'm all for divorcing strategic movement and tactical movement altogether. Walking and fighting need not be the same... Since it is an obvious limitation for movement-design and map-design as well as unit-design and many other things since movement affects alot and in both layers... Doesn't seem to be considered by the devs so far (or at least wasn't publicly discussed as a topic which needs work) either for reasons of having a different vision or for the reaso