Hi everyone. I was away for a few years, bought FE:LH on Steam 2 weeks ago and so far enjoying it a lot - not perfect, but still better than many other games. Anyway, I just logged in on these forums, browsed around looking for some mods, and found out that sean3w has not posted since 2012. I remember he was a great contributor to this community. I am wondering what happened to him. I don't want to pry into his life of course, but I'd be happy to know that he is doing well, if anyone
marionesi
First, thank you a lot to Frogboy for posting this. I am very interested into the mechanics of game development. I have just a comment on the following statement: " For LH, that means I could justify 3 resources on it before taking opportunity costs into account. Once I consider opportunity costs, the number declines to 1 because those other 2 resources are better off on Galactic Civilizations III or Star Control or “Elemental 3” or what h
I'd like Elemental to feel more... well, Elemental. One of the traits I liked the most in MoM was how the initial choice of the Element(s) was shaping your game experience. In future games/expansions of FE/LH, I'd like to have a player choose his Elemental Allegiance (i.e. element(s) of choice) during character creation, and I'd like this to have a strong impact on the spell levels/elements he can/cannot use, its powe
To the devs: I may be stating the obvious, but these polls suffer tremendously from selection bias. Keep it in mind when you take your decisions.
[quote quoting="post"] Reduced 71%Original 800 x 450 1. A new Champion progression system. Instead of random traits your champions have a trait tree that they can use to select traits as they level up, grow your champions the way you want. [/quote] Finally. Obtaining replay-ability through randomness must be done with great care. I really felt that randomness on champion progression was taking the soul out of the game. All RPGs
My impression is that with the current lore Derek hands are tied. He's shown with FFH2 to be a master when it comes to create different factions with important different mechanics. He could not do this properly in FE because of the lore: they're basically all humans. Sure, you can come up with differences, but you limit yourself on a very important dimension. Faction differentiation alone can be a very powerful feature of a game. I have the feeling that Derek could crea
My two cents: > it'd be nice to add spell maintenance cost to enchantments and summons > targets are referred to in all sort of ways: enemy, enemy unit, army, enemy group, etc... I think it would be sufficient and less confusing to stick to either army or unit. > blight: "all... cities?" As a side comment, chaos and pandemonium have the same cost: this seems weird cos this makes chaos useless once you have pandemonium. I'd consider making pande
[quote who="mastroego" reply="19" id="3264124"] A degree of randomness is necessary, total randomness kills my involvement. [/quote] It is subjective, but I personally totally agree on this.
Just read this review. "Everything in Fallen Enchantress is still bland and uninteresting. AI opponents seem to be able to prosper where the player cannot, even on E asy and it doesn't help that you cannot build anywhere
Add me to the will-buy-for-multiplayer list.
I think the description of Sovreigns and Factions in the manual may be at times confusing. Often times, what is listed under the Sovereing is actually a bonus for the Faction. Further, the list of spells is probably unnecessary and repetitive. I think it would be very useful, especially for those who have never played FE, to have a comparison table, where bonuses are grouped not according to where they come from, but according to what they affect. To give an example of what I mean,
I heard someone complaining that, by the time you manage to clear Wild Lands and are able to found cities there, it is almost pointless to do so because the game is already at a quite advanced stage. What do you think? If so, any idea to fix it? One could be to increase tile yields in the once-Wildlands, e.g. +1 essence and +2 production on each tile... Looking forward reading your thoughts.
I found a couple of typos in the website... https://www.elementalgame.com/fallen-enchantress/gameplay "During the age of the Fallen Enchantress, magic is understood under one of the 6 (not 5) elemental forces: Earth, Air, Fire, Water, Life, Death." https://www.elementalgame.com/fallen-enchantress/ideologies "These shards absorbed the magic from the earth itself
Guys, If you want to contribute to the reviews on Metacritic, please do it. I think the so far 4-out-of-15 negative reviews make no justice to this game. http://www.metacritic.com/game/pc/elemental-fallen-enchantress/details
Cool :) When you pick a quest, other than choosing a specific one and 'random', it'd be cool to have an option like 'random-easy', 'random-hard' etc... that is, random but that specifies the difficulty/level.
[quote who="jereome" reply="33" id="3248056"] I honestly hope that you guys arent finished with the game, because it still needs a little more work. Dont get me wrong, its a good game right now in many aspects but it certaintly would not be the best game in this genre. The main reason i say this is because the magic isnt fleshed out enough for there to be a war of magic, and sadly its suffering from the exact same thing that prevented age of wonders from being a wor
It could help to know on what resource tile you built your city.
I think Heavenfall's observation is interesting. I am sure Derek will check deep into this. Maybe we could look at the problem from a different angle. If it is true that the disparity between regular armies and heroes is higher at higher difficulties, and if this is because monsters give more experience, then it must also be true that heroes power grows more steeply [edit: faster] with experience compared to units'. Otherwise, getting more experience should not
First, let me say I literally adore reading about game design. Whenever you feel sharing intuitions or structured approaches, please do it, you'll make me happy for the rest of the day - so post early morning please :D I have a couple of questions/comments [quote quoting="post"] 1. Does it match the games focus? The core experience of Fallen Enchantress is building, leveling your units, leveling your cities, designing units, building things.
Maybe, this whole discussion is just about drawing the line between useful, well thought, interacting complexity, and just "more stuff" thrown in to make it appear you have more choices and depth. But the above border line can mean different things for different people. I feel Derek and the other devs of FE are putting effort in making that sort of complexity that matters. And they are certainly being successful - to a smaller or larger extent depending on wh
I looked at the spells. Overall my impression is that there should be more city enchantments (especially life) and more overland enchantments. Life shold have more unit buffs. There should be more juicy spells at 5th level to give a reason to people to go all the way down there. In particular, tactical fire damage. Some low level damage for non-fire would also be nice, if appropriately characterized. This is personal taste of course!! So here is what I propose to fit in:</p
Thanks for letting me know :) It was more of a plea for differentiating schools though, I was not suggesting specific spells. I think all schools should be able to deal damage for example, but each in a different way. But I agree this was more of an emotive shout than a well-thought plan. I will think about something more structured...
[quote quoting="post"] Magic. Felt really random especially if you wanted to play a full magic oriented Sovereign. You might get more random spells as a level up perk, or you might not. No choice which path to research. Some spells come as level up perks, but you have a random selection of books in research as well. I just didn't get into it. In MoM it's so much fun choosing what spell to research next and magic is the center of the game.. that should be the goal here as we
(3) 2-nd level summoning for each element. 5th level summoning with awesome, characterized creatures. Tactical, mass-effect spells at high levels, possibly with reduced shard effect (mass slow could be somewhat less effective on each opponent than the single-target slow, and this could be done by halving the shard bonus) Life-draining spells for Death (if not already there) More damage spells, with more variety in the way they deal damage. Examples: