I would warmly welcome additional ways of getting unique rewards. Especially from quests. Additional faction prestige, as well as unique spells and city improvements should be available as quest rewards.
HenriHakl
Nope, it is due this month (hopefully) - not specifically or necessarily this week.
A suggestion to encourage having fewer cities: use Faction Prestige to pay maintenance of buildings (and maybe enchantments too). So if you have 5 Faction Prestige, the first 5 gold per season of maintenance is "free". Thus if you grow your Faction Prestige and one city more-or-less at the same speed, you can have a largely maintenance free city. This doesn't help as much with multiple cities, as there are simply that many more things to pay maintenance on.
I found this strategy to be really effective at turning the game around from dire doom to stable path to victory: First I created a custom sovereign, picking disciplined, brilliant, hardy and quick - all traits designed to increase stats significantly; furthermore on every level up I preferentially took traits that increase stats more. I also happened to have 3 shards and one champion to help me out. Things went okay until I got more and more pressed in my single city by Altar and Cap
More spellbugs are certainly welcome DBG246 and Warpuke. That's some good observations regarding the shard relevance.
Celerity indicates in the description that it can be casted repeatedly to increase the initiative of a unit. In practice it works like an enchantment that you can cast only once on a unit. Focus indicates in the description that your next spell will deal double damage; as it turns out this does not work when the spell you cast has a casting time. Specifically I tried to cast a "focused fireball". You lose "focus" on the first round of casting fireball
I voted Stability. Pretty much everything else can follow after that. And everything on the list of options should get love and attention. But first the game needs to work flawlessly (or a reasonable facsimile to that).
Thanks again DBG246, and plenty thanks to Aiel117 for the in-depth details. :)
Thanks DGB246! And people translate into... tax? And production and research? Assuming no unrest, if my city goes from 62 to 63 citizens - what benefits happen to the city? ...somehow I feel Faction Prestige should have some other side effects.
I've got a vague understanding of Faction Prestige, meaning I know it influences population growth in my cities. But what does it really mean? Path of the Governor, +1 Faction Prestige, is it worth it? If I have 10 Faction prestige by really working at it instead of 5, what do I actually gain? What are the benefits once my cities are essentially "full"?
Just discovered that Win7's firewall was blocking the dropbox, that's resolved now :)
Every time I create a sovereign (which is frequent, I like to fiddle with them each time I start a game), I keep thinking there should be a talent that unlocks 3rd-level magic mastery. Normally a sovereign can start with either level 1 or 2 in the various schools of magic; I propose a talent - say "Focused Study" - which costs 2 talent points and allows tier 3 magic mastery to be available during sovereign creation. Perhaps the talent could also grant a unique universal spell.
This crash just took me by surprise, early in the game DropBox public link
I can only agree with this 100% - some of the faction differentiations that I mentioned in one of my threads also focused on unit specific differentiations. Some are a bit more meta than direct weapon/trait modification: a faction that can only support 3-people units, but their units can have up to 5 traits in the designer; and a faction that knows (and can only use) company-sized (9-people) units but have significant penalties to their stats.
The quest also reveals that it is actually just a demon in disguise whispering false promises. I don't see the problem.
I'd like to see a once-off specialization option for outposts. i.e. pioneers build outposts as usual, then when you click on an outpost you have a once-off option to specialize the outpost. Additional outpost specialization options are unlocked with research successes. The options shouldn't be just military in nature: fortified: adds to defense of stationed units research: gives a small percentage bonus to research to connected city healer: s
Just found the enchantment management screen. So scratch that off the list :)
As a pre-orderer I've only got access to play Beta2 recently. Over the weekend I've played extensively, finishing a Spell of Making and a Domination victory respectively. I'll try to give a concise overview of suggestions that I think would improve the fun: GUI in-combat there is no indication of how many shards of what flavor I have. The hint text for Burning Hands says it deals 8 + 4 per fire shard. I would like to see actual
As a pre-orderer I've only got access to play Beta2 recently. Over the weekend I've played extensively, finishing a Spell of Making and a Domination victory respectively. I'll try to give a concise overview of problems I've encountered: Visual many still screens (application load, saved game load) and the victory cinematics are stretched on my widescreen (1920x1024) rather than have some form of asp
Frogboy mentioned that Beta2 had an automatic crash-uploading system, is this correct? Does it work without me doing anything? How do I know that a given file is uploaded? As a pre-orderer, I've gotten access to Beta2 recently and have played extensively over the weekend. The crash folder contains about 40 .zip files accounting for about 76mb of data. If automatic-upload does exist, I'd request for Beta2 patch2 to include the automatic renaming of crash zips to something like<
Congratulations! Don't feel pressured or rushed to perfect FE; I've only experienced it "on the forums" up to now, but there's a palpable mojo building in it. Take your time, release Beta8 or Beta22 if you must - just make it awesome.
I would like to add that it should be in the AI's best interest to start its tactical combat AI before tactical combat starts. What I mean is that it should prepare to go into a particular battle with a strategy in mind. There should be different strategies and possibilities, depending on the resources available to the AI - but the strategic AI should make use of its abilities to set up the most favorable tactical combat it can. e.g. Just before engaging an enemy army, cast a spel
I was thinking that AI that feels uncomfortable/unhappy with my faction (without being at actual war) should cast in support of my enemies. So assuming: A - that's me B - that's the unhappy party C - a faction that I'm at war with If A and C are about to meet in battle, then B could cast some global spell that hampers/harms A's stack. (I don't have beta access, so I don't have an example of what kind of spell would work for this.) Likewise, B
Please Stardock, take my money - just placed my pre-order. I'm not worried about getting into the beta - just the final product will be fine. Thanks.
Just read the beta-awareness that Frogboy posted; so nevermind the 4gb thing - it's apparently already in! Nice! :)