[quote who="boredpeon" reply="127" id="3264437"]Obviously with your research into alternate turns this becomes common[/quote] Actually, I have NOT started alternative turns yet. But I am at fault. I used my XP laptop because my Win7 desktop was crunching numbers, and got tempted to use firefox while the game was running. I was more pissed off at myself losing the fight with Verga, and then for sort of save scumming, even if unintentionally. (Because on top of everyth
Tuidjy
[quote who="Kalin" reply="27" id="3264413"]their design is generally subpar until you yourself play those faction and design better units for them. You don't HAVE to, but it does help them quite a bit. Once you do, they become quite dangerous... [/quote] You are not kidding. I started making sure that my custom races do NOT get included in my ridiculous games. Add the difficulty production bonuses and extra traits to my handcrafted 'Elusive' and 'Heavy' lines
[quote] Porcinipee - does she just naturally suck? [/quote] Yes, she is by far the worst. Not impossible to play, but hard. If you want to see how I play her on challenging, here is a play through.
Is this a patch for the difficulty rounding error? What will it affect?
You're 100% correct that this is a problem, but talk about a misleading title. Maybe you should change it. "For trained units, backswing should be triggered on a per-model basis."
I am pretty sure it's working. I have not used it today, but I must have played half a dozen games in 1.00 with it, and I am sure it was working.
I'd say a mix is not a bad thing.
Turns 100-105 Turn 100: Raven's Heart: town hall->labor guild. Procipinee kills an assassin demon, and gets a scroll of oratory. Verga kills a timber warg, and loots a bit of gold. It must be less than 10 Gildar. Alisa kills an army of air shrills. She discovers an Altar city positioned between an air elemental army a
[quote who="Yskonyn" reply="3" id="3264295"]But why is it shown as a seperate icon in the build menu? Will it only show up if the building that upgrades into it is already present?[/quote] Yes.
If you are limited by swamps, drain them with "Raise Land". If you are limited by mountains, get rid of them with "Lower Land" Gilden usually has Earth magic coming out their ears. If your custom sovereign does not have it, look for a hero that does, or go make friends with Procipinee, buy a spellbok for a low level hero, and level him up. Be careful, while you can raise the bottom of ocean tiles, the beaches thus produced seem to be unusable for building (which ma
[quote who="jfp3" reply="1" id="3264280"]bump[/quote] As a rule: If you can equip it, it's permanent. Equippable items appears in a specific row. If you can use it out of combat, it's a permanent bonus, but the reverse is not true, i.e. just because something can be used in combat, does not mean that it is not permanent. If you cannot use it out of combat, chances are, it's temporary. One big exception, which in my book is a bug: if a
[quote]Sure, you can specialize a settlement to be a Fortress, City or Conclave, but there's still nothing stopping me from constructing buildings that deviates from my specialization. When I have a fortress settlement and there is nothing left to build, but gardens, farms, and inns, that fortress either becomes a jack of all trade or sits idle.[/quote] I think you are missing something here. The garden, the farm, etc... help the city grow, and a workshop for example is need
[quote who="rahal" reply="23" id="3264234"]malazan-style (which I can't stand) lore dump[/quote] Wow. My wife said that EXACT same thing, including the 'I can't stand it'. Heretics! I actually liked it, before the campaign, which painted the characters as so much less than I had imagined.
[quote who="ntino" reply="6" id="3264133"]Its a shame this game was so long in development so well tested with the betas the alfas, etc (I actually think this is part of the problem - too many people asking too many things and contributing too many ideas) - you need good QA/Gameplayer testers.[/quote] No, the game was not well tested. I think the testing process was a train wreck, and I was around for a big part of it. The engine, the mechanics, the cities, those were very
[quote who="dragoaskani" reply="43" id="3264118"]Can we get an Ironman type mode? Just a thought.[/quote] Can we move the ironman discussion somewhere else? We are ruining Julia's thread.
[quote who="ntino" reply="41" id="3264106"]I have yet to understand why sometimes an enemy will dodge 4 attacks in a row with 0 dodge[/quote] Because your attacking unit does not have 100 accuracy, and because the RNG decided to mess with you. If you're attacking with a 75 accuracy unit, and the enemy has 0 dodge, there is a better than one in twenty chance that the enemy will dodge twice in a row. If you are attacking with a blinded sovereign (happens all the time a
I wish I did not agree with you about so much. You are wrong about a few things, but you are smart enough to realize that many of them are due to your choice of race. Do you actually care to hear what you're wrong about? Because if you are going to keep playing, and try to improve the game, it's worth it... I really think that this game has a ton of potential.
[quote who="DeadlyJulia" reply="34" id="3263973"]While the hero i posted is as strong as my main hero (though 3 levels below my level 9 ones), i just spotted 5 juggernauts in his capital.[/quote] Unlikely. You posted Karavox, and the guy who has the Juggernauts is Verga. Also, there is no way that your main hero is as strong as Karavox. Did you take a look at the hit points? How many attacks would it take your main hero to go through them? By the way, when Ka
Julia, I do not think you understand what you are facing. The only way you could possibly take out five juggernauts with nothing but heroes on insane is by reloading, and reloading, and reloading, until you manage to get them to kill each other with splash damage. They will still cripple your heroes. Without reloading, you could probably not even take out Karavox with your best level 9 heroes in a stack, not without mana. And every turn that goes by makes it more lik
[quote]if integers are used.[/quote] You mean natural numbers, not integers. It can be explained, if the developers has decided that some features take away essence, i.e. rivers washing essence off. I have not really looked into it, because I stopped re-rolling my starts, and because of playing at difficulties where you do not pick and choose your spots, you settle what you can, where you can - i.e. I will usually settle two materials+forest cities 8 tiles away from each other r
I think it is a very good review. Not that I agree with it, but it is a review which clearly states what the reviewer values, what he does not, and if you read it carefully, you can tell whether the game is for you or not. Fallen Enchantress is not for everyone. It may not be for enough people to be a success. I like what it is, I love what it can become, but I have to say that I find the difficulty for new players at low levels disastrous.
There's a bit of truth, a few plain errors, and a lot of lack of game knowledge in that paragraph. [quote]AI opponents seem to be able to prosper where the player cannot, even on Easy and it doesn't help that you cannot build anywhere except a few random locations[/quote] True, because of many bugs that give low difficculty AIs bonuses that they should not get. [quote]still fails to balance Offence and Defense. Is it really so hard to understand that it should
[quote]Or is life magic forbidden as a level-up choice when playing an empire?[/quote] Yes. And Death level ups are for Empires only.
It's unlikely to happen. I hope that I am wrong, but looking back to the Betas the trend has been toward reducing the importance of leveling up as opposed to increasing it. For example, the level up bonus for HPs got reduced, some of the armor level bonuses are gone as well, and the grave elementals and butchermen's numbers have been reduced. And the latest - the lightning pike, one of the few weapons that actually gave a bonus for veterans got nerfed. The developers do
I know it's accuracy, because my dodging heroes dodge them the same way they dodge everything else.