[quote who="NorsemanViking" reply="6" id="3232355"]Production nerf is great. Now there is more a hard choice what to build[/quote] No, there is no hard choice what to build. The right choice is the same as before - build nothing, use your heroes. I am not the only one who has repeatedly won the game on Insane without settling a city. [quote who="NorsemanViking" reply="6" id="3232355"]units are usefull indeed with more aggressive creatures[/quote] Usef
Tuidjy
The quest rating are not quite right. That ruin is not the worst. It has three air shrills, which can be taken out by a low level hero with a bit of luck and shock resistance. A much worse offender is the quest that sends you to the disused barn. That one spawns five stalkers/plaguebearers which can take down even a relatively well equipped level 7 warrior, at least on Old Insane.
I all honesty, I had not noticed. Experience gain is not what makes heroes overpowered. I won the game on Ridiculous with a solo hero in the release where Xpt was really low and everyone was complaining. I think it was .914
Every single thing I hate has been strengthened. Soloing heroes are the most effective strategy - the overwhelming production nerf does not affect them. Pioneer rush is a must - they're about the only thing a piss poor city can build in less than 10 turns, and with the increased resource development times, you need all the shitty cities you can settle. Troops are simply out of reach. It takes 10+ turns to build a naked spearman in your starting city.
Has right click stopped working on the selection screen? You can always go to [Your Documents]\My Games\FallenEnchantress\Units and remove the .html files that define them.
Not it is not.
IcantHear, I am afraid that you are just expanding too slowly. I have posted three playthroughs over the last few months. The were all on large maps, at Ridiculous and Insane difficulties and by turn 50-60 I had scouted all the AIs. In the first two, by turns 100, all the opposite alignment AIs were dead. In the third, I was deliberately not starting any wars, and only expanding by colonization and influence push. By turn 65, the population/city count, accordin
[quote who="Frogboy" reply="76" id="3231532"]Hmm. My understanding is that the 3 turn requirement isn't in Beta 5. It was still in the Beta 4 series because we had just transitioned from the population model. But in Beta 5, I think the only limit is that you can only build 1 unit/building per turn[/quote] No offense intended, Frogboy, but may want to make sure of that. You see, if there is no turn limit, there is no possibility to get money back, because nothing will ever ap
And exactly why shouldn't one city that has been located, planned, grown and upgraded as a production center for 10 years outproduce any number of conclaves that have just been settled? It's realistic. I am sure that in the 70s, Detroit could outproduce not three, but thirty Laguna Beaches. It makes for strategy and player agency. What kind of city do I need? Should I go for the materials in the forest or the essence in the grain fields? It gi
[quote who="OrionM42" reply="28" id="3231110"]Any balance-move that results in an increase of the times in city building queues slows the game, and makes it more tedious in my view. And "slow and tedious" translates into less *FUN* ...[/quote] I do not think that this could be said better, or loud enough, for that matter. [quote who="OrionM42" reply="28" id="3231110"]Anyone else think that city building queues are already too slow ?[/quote] Actually, in .952, I rush pr
With the Beta 5 change-log posted, it seems that a lot of the strategies used in this playthrough are becoming obsolete. I was going for a strong economy and a pacifist approach, but with the changes to rushing and production costs, I dare stay that this strategy (on Insane) will be nonviable in the next release. I am pretty happy how this game turned out, and rather proud of the fact that by turn 62, I am keeping up with most AIs, without using my superheroes to kill them in th
I cannot claim to have seen the implications of all the balance changes, but my gut feeling is that sovereigns and heroes just became even more crucial to winning, that city and resource development has been slowed down tremendously, and that trained units have become more worthless than ever. So people winning on insane without settling a city was not enough of a clue that the TBS element needed some love... Hey, has anyone come up with a set of home rules and difficulty sett
> Added a minimum cost to rush production to 25 (you can no long rush and get money back) Having this, in combination with the 3 turn minimum is truly annoying. The 3 turn limit is one of my least favorite things in the game. Now you have just made it that a 215 production city needs to either waste two years to develop a outpost with three resources, or play nearly a hundred gold. I have never heard even a decent argument for having a minimum turn require
One of the quests generated by a quest map starts at a modest inn. You enter the house, finds some corpses, track the wildling kidnappers, and rescue the victims who are supposed to join you as a pioneer unit. If a pioneer unit joined my side, I did not see it. I already had an unit of pioneers running around, and I had room in the army that cleared the quest camp. I think the reward is not properly given. [edit] Now that I think about it, I am pretty sure that I fai
Are we playing the same game? 20 mana per turn? 45 mana per turn? Leaving aside the opportunity cost, by the time you have this kind of mana to throw around, shouldn't you have already won the game, or at least be engaged in a war for domination as opposed to fine-tuning cities? You guys worry a bit too much about essence. I like the idea of essence, and I really enjoy it when my revitalization efforts reveal a 4/2/4 tile, but I look at it as a welcome bonus, o
I'm not saying that it is a bad thing to have. I'm just saying that it is a minor thing... which would require quite a bit of effort to get right. I mean, you would have a new way of issuing the order, a new state to be in, etc. It looks like a lot of effort for a small payoff.
The Mongols did have good generals and soldiers (It helped that they did not divide their people into fighters and serfs) They had military science - logistics, siege-craft and communications - beyond that of Europeans. But they also had composite bows and horses bred for endurance. Which may have been worthless without proper tactics. But the best tactics in the world will not help if your military tech is just plain worse... Remind me again, when did horse archers
First, you are wrong about AIs not using essence. They are not great at it, but then, they aren't great at anything much. They will definitely cast the production and research boosters on their first city when they can, and I usually see them use all the available essence in every one of their late game cities. Now, they are not always picking the best spot to settle, but that's something the developers should aim to improve, not throw away. As for what strat
I'm with seanw3 and UmbralAngel on this one. This isn't badly needed.
Removing essence is the wrong way to go about it. There should be an option to specify a minimum available tile for all players, and everyone will be happy. Essence add another layer of strategy. That is GOOD.
I believe that every single kiting strategy MUST remain viable. But they must all be made harder to pull off, and more expensive in every way, including opportunity cost. Why? First of all because it is a perfectly realistic strategy. Mongol horse archers did this to people from Korea to Poland, and no one found an answer to it. The Tatars held them off for a generation by having comparable horse archers, and the Seluks beat them by developing better horse archers.</
Turns 48-?? Those whom Petar wishes to destroy, he first makes tiny Turn 50: Magnar and
Kestral2040, I had a problem that is very similar to what danielbaur describes. Unit: Araine (comes from a quest to collect spider silk for a cloak of shadows) Staff: The staff she comes with, I do not have it anymore Mount: The spider she comes on I would order her to fire, I would hear the casting sound, and then, 3 seconds later, the explosion on the target would play. No missile would travel at all.
[quote]Show the essence available in a city on the world screen (useful for casting strategic spells).[/quote] Look at the name floating above the city. There are notches above it. If the notch is filled that's a point of essence being used. If the notch is empty, it's available to support a spell. For example, in this screenshot, the city is going from two essence to three. O
I have seen it. It happens when you are rolling up an Empire. You slaughter their heroes, they retreat to the closest city. You get there, and they are all at 1hp. Many of them have one level in Death magic, and have no other spells but berserk. They cast that, on themselves, and on their friends. Mass die off. They all retreat to the next city. Repeat until they run out of cities. If you look at the picture for turns 86-88 of this <