[quote who="StevenAus" reply="86" id="3262501"]Since it is quite clear that Procipinee is seriously underpowered, what rebalancing would you suggest to the devs to make her and her faction worth playing? Would it include 1/2 hit point per level negative instead of 1?[/quote] I honestly would like to keep the -1 hp weakness, because I think that it gives the side flavor. I'm also OK with the shard bonuses, because they are unique and interesting. I would slightly re-b
Tuidjy
Multithreading at work. Ceresa made the decision to loot the hut (and queued it) before you moved your scout there. She did not recompute and moved on the tile. Then the procedure for clearing a goody tile took over, and that, I guess, involves removing other units as well. It's a bug alright.
I usually stick them, by themselves, in a recently conquered city near the front lines, and let them reduce unrest, increase growth and help production. When the enemy armies come to retake the city, guess what's waiting a few tiles down the road from the governor? A nice balanced army. In one of my play-throughs, I had Janusk/Tearny reach levels 9/11 by holding Yithril/Magnar off, while mostly ending their turns in cities near their respective borders of my four
Different builds need resources to a different extend. Wealthy sovereigns can just rush stuff from their capital and look for a much better second/third city. Adventurers can rush one pioneer as well, so they can get a second chance, and rely a lot on heroes. Enchanters get an extra essence from the scrying pool. Earth mages can turn one essence into one material when they need to. Bandit Lords and Beastlords (as you pointed out) can get their tro
Before essence came around, Procipinee's crown was always part of all my builds. But with essence, you do not need mana to maintain city enchantments, so the basic +2 from your sovereign goes a long way. Furthermore, regeneration is worthless for the sovereign, right now, because it will not help you in combat. Especially on ridiculous and higher, it does not matter much out of combat either, because if you are getting hurt, you will probably die anyway, but if you liv
[quote who="Frogboy" reply="80" id="3262409"]I've updated the AI and performance if you're interested in trying it out:[/quote] I will play until I feel the game is won, and then I will see what the AI was doing out of my sight. Then I will set up localized tests, like the ones described above, and run them enough times to get a statistically significant sample. I will definitely try the next version (I've been recovering from surgery since the 5th, and can
[quote]Fallen Enchantress (so far) is every bit as good, if not better, than Elementa[/quote] Wow. If you actually liked Elemental, you probably won't be able to post in the next week, because you will be too busy playing Fallen Enchantress. As far as I am concerned, Fallen Enchantress is so much better that comparing the two insults it. I loved a few things about elemental, but I just could not enjoy it. At all. And yes, I was one of the lucky people who cou
Anyway, time for my comments. This time I will focus on the way monsters treat player towns. I make no secret of this, I found myself pretty hard pressed the last few turns, i.e. I was forced to make moves which I did not feel were 100% safe. I did not expect this to happen on challenging. I started this game very conservatively. I didn't want to outpace the AI too much, and I had a side which I did not know well. I had last played Procipinee a long
[quote who="BlackRainZ" reply="75" id="3262378"]Also, I am sure you are aware of this but Procipinee can carry any buff without costing any mana maintenance so she can turn into quite the warrior with the right choices made.[/quote] Oh, yes, I'm aware of her crown, but her -1 to hit points makes her a very fragile warrior in the early-mid game, even with "Courage". I have the crown on Alisa, who wears 6 enchantments, and has been carrying my game on her shoulders since tur
Turns 63-82 Turn 63: "Constuction"->"Mounted warfare". Tenfell: earth altar->fire altar. Alisa is attacked by an army of ignys, gets "Apprentice swordsman", and loots an ice mace. Right after she got better with cutting weapons. Ah well. Procipinee kills a banished ogre. I notice that the Kraxis scouts are gone. The bears must have eaten them. I also not
[quote who="BlackRainZ" reply="73" id="3262360"]I think Procipinee should get a magic school of her own, like Ceresa has.[/quote] That is a damn good idea. But I am not quite sure what form it would take. Something to boost combat prowess, but without entering death and fire magic territory. Maybe actually tactical regeneration, HP bonuses, a chance to get double turns, etc? Overflowing with life, of a sort. Anyway, time to advance the game.
[quote who="BlackRainZ" reply="71" id="3262350"]Procipinee except he has only fire magic. [/quote] Yes, but you have to admit that this makes all the difference in the world. Pariden/Procipinee do not have ANYTHING to throw at monsters. No hit points like Gilden, no defense like Krax, no Strength like Trogs, no death/fire like Resoln/Magnar. All Water, Air and Life magic do, in the early game, is increasing the time it tak
[quote who="seanw3" reply="5" id="3262139"]2/4/0. Build some light troops and take over the nearest enemy capital. The AI capitals get bonuses to tile yields.[/quote] This. If your AI neighbors have already made their capitals into conclaves, find the tile with the highest essence, go for cash income, and rush everything, including troops.
Everything Kalin said is very true, and well worth listening to. I would add only one thing to it: Do not trust the default troops. They are very poorly designed. Roll your own. It's almost always worth having all three traits, and usually, it's better when the straits stack with each other than when they cover all bases. Once you have researched a lot of equipment, complement the trait with the right equipment. Examples of traits/Equipment that reall
[quote who="salikgyula" reply="65" id="3262239"]I have a problem cause the challanging AI cant develope on my world settings. I[/quote] You must be careful not to make the AI difficulty lower than the world's difficulty. That really cripples the AI. For example, Expert AI can't expand at all in a ridiculous/dense world. I have found that the best way is to keep the AI and the world difficulties the same.
[quote who="BlackRainZ" reply="60" id="3262196"]Monsters are not that difficult to kill. That is just ridiculous. Especially on lower levels. I understand newer players may not realize it at first, but it becomes rather apparent. Umberdroths, etc. are easy enough with a few decent units and a few decent heroes. They shouldn't pose that much of a problem. I think the problem may be more exposed on smaller maps though. I guess some of the complaints people may be having is also due to the f
[quote who="Frogboy" reply="52" id="3262095"]Regarding monsters, I haven't seen anything in this thread that indicate that the monsters are treating the AI players any differently than the human ones. That code is pretty straight forward.[/quote] At this point, I agree with the above. Sure, I keep seeing the AI waltz past the monsters, but the monsters have been very passive towards me as well. I just do not give them opportunities to attack me, because I am used to not ending tur
It's a bloody mistake, in my book. What's even worse is that the game forces an upgrade from monk to aegis. So it ruins your soldier, and charges you an arm and a leg in the process.
It needs work. Or rather, you need to find a difficulty level at which you're having fun, and that level may not be what you expect. The AI is quite good, very aggressive, but unfortunately, it seems that how much it cheats is all over the place, probably due to bugs. I don't think this is a problem once you get over the first difficulty hump. Most old timers have found their niche. But it is a problem for new players, because a game can be easily lost, even at low
1 & 2. Creeping no longer works. Your starting location HAS to be next to forest/river. Diagonally counts. 3. Not really. High levels cost a ton. If you choose 7 xpt multipliers at level up, your hero is forgoing 7 traits... it is worth it if you're an assassin, and get dodge I+II+II + acrobat, or if you are a fire mage (which is hard if you forsake so many picks) In other cases it's usually a bad idea. I still do it sometimes. 4. Yes, unless you
So, the fourth way in which AI is different from players on challenging is that they get extra traits. For example, heroes get two extra traits "Strength" and "Muscle". Trained troops also seem to get one trait, "Muscle". <img src="http://s19.pos
Turns 38-62 Turn 38: Procipinee takes out some Resoln pioneers. Turn 39: Tenfell: study -> life altar. Procipinee and Alisa keep looking for Resoln's homelands. Leadanna head back to New Pariden. Turn 40: Procipinee starts on the Path of Wind and Woe. She has no intention of actually doing anything about it for a long, long time, of course. New Pariden rushes the garden, as not for waste g
Hey, for what it's worth, GC2 left me cold, but I love Fallen Enchantress. As for the professional reviews, I think that this is a hard game to review. Maybe they are still playing it? :-)
It's supposed to work like this. Every time you research it, you get the bonus, and it stacks.
[quote]Towns have buildings that provide a bonus to food to ALL cities.[/quote] Somethings many people ignore is that towns also have a building that provides a health bonus to all units in the Empire. VERY useful.