[quote who="Sanati" reply="12" id="3312109"]Quoting TBS Gamer, reply 11 8) Set your tax rate to NONE before you do anything on your first turn. Don't raise your tax rate until your stored gold hits 0. While your city population is low... you get almost no gold, but you still get the 22% unrest (inefficiency) penalty for having a tax rate set above none. I don't think this is worth it. It goes against common sense which is why some people may not realize it,
Kongdej
[quote who="BernieTime" reply="5" id="3312073"]missing the "Aim" skill that lets you wack something at 75% damage. Not sure if that's generic or part of a path[/quote] There, found it, your calling it "Aim" actually had me searching for "Aim" though, when it was called "True Strike", boo at manually searching through tons of text for one item :) Sincerely ~ Kongdej
[quote]I think the whole road issue needs some work. Why not form it into a spell? Should be possible to set a start square and an end square, and mana/gold cost could be dependant on how long the road is. You could also make squares in other factions territory non-selectable for it.[/quote] I think the spell is a rather good idea, I also think the game still should be "able" to auto-create roads between atleast cities. :D Just to easen up the more annoying "have to" casts of said spe
[quote who="BernieTime" reply="5" id="3312073"]missing the "Aim" skill that lets you wack something at 75% damage. Not sure if that's generic or part of a path[/quote] As far as I remember, its part of the assassin path, I must have missed it when I was looking through all the (bloody) text, thanks! :D Will try to see if I can download and install the game (without running it! :D) so I can get access to the list again. Sincerely ~ Kongdej
[quote who="thiotes" reply="2" id="3311925"]It is kinda random, but also depends on the class you take. Strength pops up quite often for warriors, but will be much rarer for mages (in my experience..). So it is possible it'll show up at a later time for you.[/quote] Actually warrior or mage have nothing to do with this in particular, except some classes offer more traits, thereby lowering the chance of "Strength" specifically to show up :) <a href="https://forums.elemental
With all this talk about pioneers and city spam, I cannot help to think about how they worked at this in the game "Sins of a Solar Empire". Which funnily also bring a big Stardock stamp in your face when you open the game :) It works like this: Each location in where you can have a "city", will usually be guarded by "monsters" (ok its space pirates, but you get the idea, imagine they have tentacles or something), this is pretty similar to FE with monsters dotted around the landscape.<
[quote who="Sanati" reply="8" id="3311665"]Has nothing to do with balance. This is a numbers game, RNG has very little to do with it.[/quote] While I agree in what the essence in your reply, (and generally hate the term "save-scumming"), I have seen some amazing results from reloading battles, you can turn rather unfavourable battles with 10 ish reloads (I know that is alot of work, but due to dodge being very powerful, one battle ought to be filled with dodges for your own side, and
[quote who="Stuie_" reply="3" id="3311795"] quoting post One, this game is quite unforgiving, due to the scarcity of land that you can settle and the hostility of the wilderness. I haven't found a good way to get a good hang of things yet. For a more enjoyable map, try this mod: https://forums.stardock.com/433981[/quote] Well I quite like this critique, while the mod might help him, its
You have some very good points [e digicons]:thumbsup:[/e] I think nr 3 might be a bug? ;) sounds like it... Sincerely ~ Kongdej
[quote who="Island Dog" reply="3" id="3311254"]Yeah, nothing wrong with starting on easy to get used to the game. I do it all the time. [/quote] Real men start on impossible!... And after a while they ragequit and restart on some easier difficulty... ;) (I can't help to think how many times I have ignored a tutorial and started a game on normal or hard :)) Sincerely ~ Kongdej
[quote who="Lord Xia" reply="19" id="3311414"]I'm a mix, I love having a lot of micromanagement, but then I think about games where I have to manage trade routes, and it drives me crazy. I can play a game like space empires where I am constantly moving populations of people to to different planets to maximize growth based on the air and type of planet they need to thrive, but the idea of managing a trade caravan in a game sickens me. [/quote] Probably because you want
[quote who="Phidrae" reply="18" id="3311156"]Is this list stickied somewhere? It should be. [/quote] probably not xD Changed a few things and gave the list its own thread here: https://forums.elementalgame.com/438139 I am not sure what is required for a sticky though, all I can advice you to is to save the link. Sincerely ~ Kongdej
[quote]% based increases are very hard to manage because the numbers keep increasing along a exponential growth curve instead of linearly allowing for a stepped increase.[/quote] As far as my memory goes, STR increased damage by ½ for each point above 10, I don't remember seeing any percentage.. :S Why not try yourself though? :) Sincerely ~ Kongdej
Aww, I thought you had decided to ship out cake and beer to all your loyal fans... :D (Do one need more in life?) Sincerely ~ Kongdej
[quote who="Keenan69" reply="111" id="3309053"]#4 Fix entering deserted lairs: Sometimes one can loot, sometimes they just disappear without any message. (It seems I can`t tell upfront - for instance by the symbol above which will happen.)[/quote] This is actually another really good suggestion, sometimes when you enter a lair, it vanishes with no text telling you what just happened, it would be nice (and probably really easy) to add a couple of different flavour texts explaining the
[quote who="Derek Paxton" reply="7" id="3306601"] Quoting Polistes, reply 6 Yeah population as a resource is a good idea, do you want a large military early on? Well that should cost population, and while those people are conscripted they don't pay taxes.... We actually had this in at one point (I think i have a dev journal up about it). I love the concept of it and it. But it didn't playtest well. It made the pace really hard to manage as player
[quote who="sweatyboatman" reply="38" id="3308969"]Frankly, reading your posts, I don't think it will ever be possible for you to have fun playing this game no matter how long you play. It seems clear that you'll always be able to find some nit to pick.[/quote] I know thats my problem... with every game! :( Please, My name is Kongdej, and I'm a nitpicker.. please help me ^_^ Sincerely ~ Kongdej
[quote who="abob101" reply="9" id="3308765"]I'm wondering if they should get the Henchmen style resurrection or just permadeath though. If anyone has any thoughts on this would be happy to hear them.[/quote] I would say permadeath... but thats me ^_^. also, are they using equipment or not?... Hm meaby you should put this in a separate thread? xD Sincerely ~ Kongdej
[quote who="Sanati" reply="5" id="3308554"]Keep in mind it's only looking at the main city tile and not improvements. If you snake a city out you can literally build another city touching the first, though I'm pretty sure you wont be able to build any improvements in it because there's a second check related to minimum improvement distance between cities, which is 4. That one does check against city improvements (last I checked), so it's pretty easy to drop a city you can'
Ok, went looking for the items, found this one (my patch version is 1.1) It looks like the items you want to change around, found it in the "ElementalDefs" XML document in the "Computer/Games/FallenEnchantress/Data/English" folder, (Computer/Games = just a translation, its the game's install directory ;)) Open up the file, and press "Ctrl+F" and write any of t
I want to underline, I think Sions should be worse than Henchmen, since Henchmen is similar to Yithril's Juggernauts, its a unit special to one faction, its the centric power of this one faction to make this one faction special and interesting. That said, I do agree Sions lack a something, and are probably overcosted. Sincerely ~ Kongdej
[quote who="nDervish" reply="8" id="3308400"]I'm a little iffy on AIs going all-out to take down anyone pursuing Spell of Making without first defining what constitutes "going for magic victory".[/quote] I was only thinking once you started casting the spell, not when building the towers, but when the AI players had the "25 turns till you lose the game" signal, that is the magic victory. again, it have to become a balance of conquest and/or technological and industrial pursui
[quote who="Frogboy" reply="83" id="3308316"]The mouse cursor not highlighting the correct tile is very high on my list. I haven't seen this so I am thinking it might be configuration specific. I want to emphasize, does this happen even with the HW mouse cursor on?[/quote] This is why I am bothered by not being able to run anything with my graphics card, I could try another computer but not be sure it was the same issue, but I cannot go and test out the specifics :(</p
[quote who="Alstein" reply="78" id="3308216"]I think when people are saying "game breakingly buggly", it refers more to balance issues right now, or linear gameplay choices- that make the game a bit simplistic at times. That's why I think you're seeing feature requests, though I think there are enough glitches for a patch.[/quote] I might have given the story about my brother, who when he tried it, the highlighted tiles were not beneath the cursor, so it was very hard to click
[quote who="mfrast" reply="71" id="3308178"]I've heard others mention it. Kongdej could explain it better than me. He's kinda mad at the moment though [/quote] I'm only pissed at my computer, Frogboy right now wants to listen to bug reports, so I want to go into the game to make them as detailed as possible. I try to use lots of smileys to get a happier tone (I'm drugged too much out to really be mad ^_^) Sincerely ~ Kongdej