Well it sounds like you've been working hard on things...my opinion however won't change much unless the nasty crashing the threading technology you're using stops killing the game on me. If it doesn't all the changes won't matter much cause I'll only ever see 1 or 2 races on the map cause any more causes crashes after about 50 turns. Still painfully awaiting custom races and dynasties...which were my favorite aspect of WoM. Think I'll go back and play that some mo
Desperatli
I total I've completed about 11 plays...where the game didn't crash fest, but that was before current patch. 2 were conquest, the others were all basically spell of making cause I can't find the dungeons that do the master quest X.x. Course, I dunno if master quest was working before last patch either so that might've been part of the problem.
When I get around to having 5 or so cities, the game crashes every few turns after I start up again. And I'm positive it's not my system, but something wrong with this 'threading' technology they're talking about in the dev journals. Either way, it makes it really annoying having to restart, get maybe a good 150 turns in then back to crash fest again.
They don't do much if ya don't have the elemental shards that power them, and ya don't get many of those if you're not crazy expansionistic. I'm a more defensive player, and build outward slowly, so by the time magic has any real effect, the game is practically over. Even if ya have a sov as path of the mage and collect the traits that make your magic more powerful, without shards...they're still not that great. With the way they set it up since the last releas
Well, fixed a few problems over the last beta...still plays basically identical though. Played a few more times, but just getting a general meh feeling. By limiting accessories champions can wear you've certainly cut down on their utility...almost to the point of useless to have them in battle when trained units are so much more efficient by comparison. Magic is tragically weak to really be a tide turner. Only spell I ever bother to use is Haste. And as was already expected, game
I think totally removing the imbue system is a really really bad idea. By doing that it makes the sovereign no different from any other champion except that you can pick spell schools for them in the beginning if you make a custom one. That and it totally throws the fiction to the wind about channellers being the only ones who can wield magic. I can never agree with a change that undermines the fiction of a game, even if it is to supposedly increase 'fun' factors. If you really must h
^^ Now that I've got people posting in response I can polish my ideas...though I don't know if the gave devs have bothered to read any of this. I imagine they are extremely busy so I won't fault them if they don't have time to check. Anyway...was almost through the master quest play only to have my game crashed unexpectedly and lost everything (turned off auto-save) so...back to the drawing board.
Those are some interesting new ideas that could be strategies to win...I like it. I just completed my second play, this time played as Umber but fought all battles the whole game with Sovereign using nothing but a bow and death magic. Took a while, but as there were only 2 opponents, I did manage to do it. My game seems to break if I set a lot of opponents...which depresses me somewhat. My next play I am going to try to do the master quest that wins you the game and see how it is... A
Indeed, that is a very indepth way to describe strategy. I like the ideas like in some other games that your culture is stronger then others, and can cause people to revolt/abandon their current liege in favor of one that would treat them better. I'm still working on my second playthru...haven't had much time lately to play.
Thank you. :) I hope others agree that there is a lot more that can be done to make FE a really great game.
Finally someone with opinions to share. =D I agree with you on a lot of points, as I said...there is a lot more that could be done. They have improved FE enough to be better then WoM...but I'd prefer that they do not take so much satisfaction in that they release a merely adequate game. As I mentioned before I'll post more as things surface...thank you for replying. ^^
o.O What does OPost mean? Not familiar with the term.
I like this idea... could spawn a lot of weapon-specific level-up traits that could be used. Examples: Sharp - +1 to Damage Heavy - +2 to Damage - 1 to Intiative Keen - +10% Critical Chance Brilliant Energy - Ignores armor values (and blade looks like energy rather then metal anymore) Vorpal - +25% chance to instant kill (needs balancing probably) Flaming - +5 Fire Damage Freezing - +5 Ice Damage and so on... <
This will be a long post, but I believe it is a necessary post. Firstly...I have been playing TBS-style games since I was old enough to read. Games like 4x are a dime a dozen, as in most do not provide any revolutionary new ideas, just different themes/settings. FE *is* shaping up to be a good game. It is not, however shaping up to be a *great* or *epic* game. Personally, I could never settle for good if I was in the business. There may be a few additions to the system, some rebalance
*jumps up and down excitedly* Ohh I was so hoping they would! =D
Well I actually prefer to make my pioneers pretty tough so they can go off into fogged areas and hunt good spots to settle, as my main forces are normally clearing monster lairs, or doing quests and can't be bothered escorting missions for the basically helpless basic pioneer.
Ah I see...I didn't think you could edit the base ones. Thank you for telling me. I played WoM a lot and always made my own design for pioneers there. As a rule I don't play around too much with existing designs for fear of messing up my game.
Like in WoM...I really liked being able to make a custom unit to act as a pioneer...these base ones are really pathetically weak and escorting them can be a bit of chore if you have a small standing army like I normally do. So...I dunno if it's already been planned, but it would be nice if the pack that makes a unit able to settle new cities was available. Probably would be pretty heavy, but I'd consider that a fair trade off. Note: If there is something like this already...I
I think it actually is a good idea, it would bring more depth and life to the game. And I'm all for adding depth and life...makes it feel less like a game and more like an experience that way.
I also agree with xalt about making diverse technologies available via different methods. I don't think any should be random at game start however... For the others... I see where you're coming from, but I still disagree. Yes, there are some survivors of the cataclysm. Most the champions you meet however, are not craftsmen. If you wanted to go the route of starting with everything and just needing resources for it, it takes away from the pacing of the game. It's more of an
I disagree. The story behind Elemental is the land is devastated after the war, and the world is left a smoking ruin, and one would expect that (being in a classical-type age) most knowledge on how to do things went with the people who knew it best. So you need people to research these things again, and recover the lost knowledge from before the world was reduced to ruin. I think the tech trees could use a more advanced approach, like instead of just clicking on a bar in a window and it start
Well...personally, I like Cloud Walk. Though it's name is deceptive. When I think of cloud walk, I think of normal moving but ignoring obstacles, hovering above the ground. In that context, you still need to move, but you get there faster cause you can zip over mountains rather then having to run around them. Could also make it so you can't be attacked while Cloud Walking(cept by ranged or spell-casting enemies), and it only has a duration of a few turns. Or you could set it up so whi
Ok...my opinion is, if Channellers are the only ones who can tap into magical forces, why bother giving spell-related perks to Champions who are unrecruited at all? I like the Imbue system myself, but they shouldn't have like, Fire Disciple before someone hires them, Imbues them and then they gain a level and select that perk. Or if you're going to give one of those perks to a Champion, make it so they're carrying a tiny shard of one of the big elemental crystals that is the sourc
Now that I finally managed a playthru of the game, let me just start by saying the Stardock team is doing very well. For the purposes of this post, I will let you know some details and how it all turned out in the end. Originally I have having serious crashing issues with one of my older files, eventually I gave up on it and deleted it. The new one, I started out as Pariden and played a mage class as well as I could. I had set opponents to two, hoping that by the time I encountered on
I'm not sure if this has been reported by anyone else yet, but I had created a custom soverign for Yithril. When communicating with Resoln, instead of referring to my soverign by name, it entered a line of code instead, something like L_Yithril... don't remember exactly. Either way I imagine someone has already mentioned this, but just in case someone didn't...there it is.