So I highly recommended FE to a friend, it came on sale, I told him it was worth the price, he bought it, and here's what he told me... -------- "They’ve done a lot with the game, but I don’t know... it seems very “land grab spam”. I can’t even build up my cities, I’ll be getting 2 under a decent start and then I run into my first AI opponent who’ll have 8+. Think I’ll go back to Arcane or something else. " ---------<
Praylak
I agree with Sanati. My games pretty much echoed the OP's, until I turned up monster density. It seems to be the ticket, AI birth control with a click. :) You may need to adjust the difficulty levels of other stuff, as this makes for a dramatic but refreshing change IMHO. Plus it fits better with the games lore, how monsters and wildlands have taken over the world, and your civilzation is trying to take it back and all. There is defienitly some sort of favour for the AI when it co
Thanks for sharing Vanderbuilt. Sounds like LH still needs some work. Why would they speed up combat?, I think its perfectly paced now in FE.
[quote who="StevenAus" reply="6" id="3337416"] So you got it to work from the Mods folder? If so, that's great! [/quote] Yes, all of my race/faction mods work from the mod folder now. The typo was the internal name of the factions custom techtree.xml, I illustrate the problem below.. [code="xml"] The Knowledge of the Chaos Race
Just like to add my support to this threads subject.
I'll remember that next time, lol. Just a follow up. Tested custom faction for many hours, all is well, works as intended. I was able to block all techs in the Mounted line, and Archery line. No worry, I'm compensating the faction in other ways to ammend this apparent nerf. They still can recruit and design Magi. Another thing I learned, watch your internal names.
Well I just got it too work. It was a bloody typo of all things. I feel like a tard now, but thanks for the reply people. I'm mean I havent throroghly tested it yet. I just noticed the typo, saved, jumped into a new game and bang, the associated techs were gone.
I'm currently in the midst of wrapping up a custom race/faction, but one problem remaining that I haven't been able to figure out. I'm trying to block a research path for this custom faction, the mounted warfare line to be exact. I've edited the faction.xml and indicated to use a customized version of the techtree.xml for the faction like so... GrasslandEnvironment &nbs
Thank you for making this editor, I am grateful.
I get to keep the rest of my hair, thankfully. Good old search saved the day. Behold my logos appear! Thanks guys.
I agree and commend the dev team. I don't regret my purchase of EWOM anymore, they've made good on thier promises and for that they have my loyalty, till death.
[quote who="Kalin" reply="9" id="3148454"]IMO, they definitely need to cost more, take longer to train, and have wages. Otherwise, putting guards on pioneers is a waste of a guard.[/quote] Totally agree X 10. Pioneers shouldn't be cheap, spam fodder like they are now. They should be considered very valuable units as it should represent a significant investment of people and resources, you know the stuff required to build cities and create Empires with. IMO I think they went backwa
Ok I can understand why others don't like the city sprawl, and I respect that. Perhaps it can be dialed back a bit, or limited. Perhaps omit the filler buildings? Mind you that pic is of two cities. Maybe we need bigger maps to compensate? But I still like the concept of seeing the city grow, and shape uniquely. Cities in other games all look the same, kinda blah (ie:Civ4)
Should have three types of monsters, and if we have them already, they should be more defined to follow a Lair, Roamer and City-Eater logic. Lair types actively defend nearby resources and their camps, but they don't stray far from it being very territorial. This way if an AI (or player) spams outposts trying to whore resources near you, it will force them to first bring an army to deal with the critters, like the player has to do, otherwise goodbye outpost. I think it would also be neat
Please keep in mind its still beta. They just recently really ramped up the monsters, but its obvious from many posts that this still needs further tweaking. I think what happened was there was allot of complaining how easy the game was on the highest difficulty settings, so they throttled it up, big time by making the monsters really bad ass. I admit even as a casual gamer it was a pushover before. Now they need to line this in with AI behaviour code, because the situtation you just
I'm not sure what to make of it yet myself, might need to play a few more games to properly assess it. But it is having a dramatic change in my gameplay strategy as I adjust to it. I've become almost paranoid now as my young cities are quite vulnerable. Until I'm confident they can adequately defend themselves, I keep an army near by (generally my Sovergein early game). This changed allot, and I'm thinking it might be restraining the city spam we are use too prev
Good post. But your last point with that picture speaks volumes. I totally agree, one the most innovative and 'really cool' features of the game, and they seem to want to axe it.
This sounds excellant. I'll wait to try once you get the spirit functioning, but otherwise bravo!.
I'm confident the Devs will fix the game and in due time it will be great. I bought the game on release, but I'm not playing it anymore. I find one bug in particuliar to be a game killer, where the AI seems to be completely ignoring basic economy mechanics. Given Stardocks record though, I'm not worried.