[quote who="joasoze" reply="1" id="3228544"]Or just make the monsters tougher and more aggressive so that you need more men/women to win fights.[/quote] I disagree with the tougher part. Slaying monsters is a job for a hero. If it takes 100 soldiers and a 50% casualty rate to kill a dragon, the dragon realistically wouldn't get killed. As for monsters' aggressiveness, I agree with you, but it has nothing to do with the problem I am trying to address.
Tuidjy
I believe that Fallen Enchantress has a problem. It's a great game, and I find myself enjoying it a lot every time I come back to it. I must have put more time into it than I have in any TBS since the original Age of Wonders and Rome Total War. I love it, but everytime I play it I find myself not quite satisfied. I have been trying to figure out why, and here is what I have come up with.</s
Ins2, you have just motivated me to write a long post suggesting a GREAT SWEEPING CHANGE TO GAME MECHANICS (TM)
I'm doing a playthrough right now, and on turn 35 I have 3 cities, 6 outposts, and 4 active pioneers. Some people may call that spam. I am not saying that the way I played that game is the best one. There are buildings that I wish my cities had. But I would not mind to read what you think about the opening.
Turns 27 - 47 I spent all my mana to reserve this patch for my pioneers, but it was worth it. Turn 29: Both my cities are training pioneers - Manufactorium can actually produce one each turn and get 2 gold in the process. There are
In case anyone is wondering why I post so seldom, it's because the fights are mind-numbingly slow. To kill an obsidian golem, Lord Petar needs to take about 200 swings. He can always dart in and out of reach, so there is no danger to him, but it is BORING! I need a break. A few things I would like to point out: 1. The 'three turns minimum build time' rule is silly! Manufactorium has 95 production capacity before turn 30. Resource build
For the first city, 3/3/2 is the best. The capital is is for churning out pioneers. My best start was with a 2/4/3 near a river. Essence is super important, if only because enchanted hammers turns it into early production. I should really get on with my playthrough... No offense Frogboy, but if you have any doubts which of the above choices is best, you need to look at the way some of the worst min-maxers play. And I count myself amongst them :-)
You need to own a city for a few turns before you can raise it. It may take you a while to raze everything. But good luck. You'll need it for mana generation :-) I just looked at my save game. It took me 235 turns, and my hero was level 38. 52 attack, 74 defense, 98 dodge.
I did in Beta 3 it with slightly weaker restrictions - settle, build only research buildings, research the Master Quest victory, and stop doing anything with the city. Then I went for the Master Quest victory. How do you plan to win without researching? Burn and salt every fertile square meter? By the way, in that playthrough, I had to take cities so I could get to the quest locations. I would just let the AI retake them afterwards. Strangely enough, I
If you mean 'custom race' as opposed to 'custom sovereign', I believe that the map color is taken from one of the other colors, and the square in the lower right hand corner does nothing. I wish I could tell you which of the other colors is used, but I set them all to only two values and those are usually slightly different hues of the same color.
Awesome. Thanks, I'll look into it. Great. I just tried it, and it sort of works... (Can't make new ones, just change the existing one) It would have been a bit better if production/research/food/growth were separate settings as opposed to a combined AIEconomicRatio > but I'll live with it.
MIdnightFX I believe you can achieve half of your desired effect by raising the map difficulty, and taking the AI's difficulty down. I.e. if you set the map difficulty on 'Insane' on the first page, and then go in and set the AI's specific difficulty to "Challenging" you will end up with monsters that have 3 times the HPs of yours and the other nations' troops.
I do not think I am the only person to play on different difficulties depending on the strategy I intend to use. If I am going for a Master Quest or sovereign rushing, Insane is a good challenge. But I want to exclusively use trained units, I cannot really play on Insane, because the enemies get so many hit points that my troops feel like wimps. As I rule I hate difficulty settings that make my soldiers lose a one on one. I'm OK with the enemy gett
Awesome thread!
I thought about it, but I doubt it would be entertaining to watch without a lot of heavy editing. On Insane, combat is long and repetitive. The enemies have at least three times the normal hit points, and fighting involves a lot of dodging in and out, and running around the tactical map while regeneration does its thing. And I am not really willing or even sure how to do the video/audio editing.
Turns 0 - 26 I did not settle until Turn 2, but I got a river and a forest Turn 2: On the third try, I got a river near a forest, but the best tile (3/4/2) was four tiles awa
The rules: All settings maxed : Large map, dense everything, 8 insane AIs (no Capitar and Umber, to give AIs more room to grow) No cheating , but full abuse of production rushing, city snaking, troop blocking, outpost spamming, etc... No restoring except for crashes. Start position : rerolled until I get at least a 3/4/2 location.</
A few months ago, I posted a .915 playthrough , in which my custom uber-sovereign rushed the AI to eliminate, by turn 89, all five Insane Empires and proceed to get a Master Quest victory on turn 92. That game was won by steamrolling the enemy before they could react. So was my previous .913 playthrough . This time I will try to win without resorting to blitzkrieg. M
Well, I don't like to waste my time trying to win on Impossible, with handicaps, when the RNG, in its infinite wisdom, has stuck me in a location that will force me to spend 20 turns researching civics. I have seen starts with no resources over 2 and with no essence in sight. But I would love to see you demonstrate how to pull a win out of that.
Well, with interest from the Game Master, who am I to argue. I'll just play the current version until the new one comes out. To be honest, I am not very hopeful that I will be able to survive by the rules. Thanks, parrottmath, I fixed the links. They should work now. I am still editing the rules...
A few months ago, before Beta 4, I posted two playthroughs: a Conquest on Ridiculous , and a Master Quest on Insane . Now that there is a new version, I am thinking about attempting a new playthrough. I just won an Alliance victory without fighting anyone but monsters on Expert, and wonder whether one can succeed on Insane without being a brutal britzkrieger
Can't wait to get my grubby little hands on Beta 4.
I believe we will not have good archery unless we get a few things: 1. The ability to arrange troops before tactical combat 2. Bigger tactical maps 3. Better zone of control mechanics 4. Cover, from friendly units or terrain. 5. Range penalties Why? Because archers need to have better damage to be relevant. But if they are to have damage similar to other troops, they need to have counters and drawbacks. One of the counters MUST be co
It should be, but it is a minor bug. I assume that it would not be trivial to fix... and you lose your trees when you cancel any other kind of building as well.
My heroes definitely receive the damage. Are you sure your hero did not have a regeneration spell or talisman? The effects are applied at once. For example, if you have regeneration, two life shrines, and a berserker band, you will see only a "+2" float up at the beginning of your character turn. By the way, you can look at the attack stat, and the band should give you a bonus to, for example, cutting. You can check that both in and out of combat.