Hi there, I was thinking between the balance and ideas of the sovereign creation abilities and some things are really bugging me, one of them are that there are only really 3-4 "really usable" backgrounds for sovereigns, since these gives a great benefit over your entire kingdom/empire, instead of just granting a +50% damage bonus against beasts for your sovereign... So I thought I would give some idea for changes in the sovereign creation skill-set, while YES this IS mod-able, the wa
Kongdej
Was starting the game, then changing the music running in the other window, and the game crashed. https://www.dropbox.com/s/nwnrukwaiys4r5k/debug%20%284%29.err Sincerely ~ Kongdej
decent ideas here. a few comments: 1: I really like this idea, except it would tame animals even further, right now I think animals are way too stupid for once (Usually see them sleeping right next to AI cities for no apparent reason), and also make outposts harder to lose due to animals not being able to touch them, I still think animals should be able to touch outposts, and raze resource upgrades. But when an animal with the animalistic trait walks into an outpost, that outpos
essence is sadly too important to not have as a reward in certain wild-land locations, most wild-lands have them through having magical nodes though. Sincerely ~ Kongdej
agreed on legendary guardians being very game-ruining at times, I would hope they would spent time roaming they're territory, rebuilding some kind of monster army, then send monster minions at you INSTEAD of just steam-rolling your face. Sincerely ~ Kongdej
I dont see a need to "garrison" the troops, already slightly annoyed I have to do "extra clicks" to see the garrison of a city, I would very much enjoy if the battlefield when fighting on an outpost tile would change though, to give the same feeling that you are fighting over THE outpost. Also hope at some point I get the upgrade that adds 1-2 militia to my outposts :P Sincerely ~ Kongdej
Im not a fan of artificial boundaries (max 2 cities), id rather have cities cost way more to plop down so its a major expensive ticket to expand like crazy, and if he is expanding you are building military to grab all the nice cities he laid out for you. Outpost max distance from cities, is a good idea though :) especially if I would be able to change home city of the outposts Sincerely ~ Kongdej
I like the idea, because it have certain benefits, I only think it a shame because it would make me reload more maps, due to very unlucky placement between AI's. If I am placed in a canyon between 2 AI capital cities with nowhere to expand (yes it have happened) and cant conquer one of them I will feel very sad. Also why do the capital need to be so important :S I hope for more stuff to make the capital less important, since my capital usually aint as good as that spot I found wit
haha thats fantastic, you have been working! xD Sincerely ~ Kongdej
[quote who="DsRaider" reply="2" id="3213587"]Always having more then one option on diplomatic screens would certainly make them more interesting. Even if the other option is just a insult or closing your borders. I find if there is only one option I just rush through it because it doesn't matter. Besides it would be fun to be able to insult and bait the AI.[/quote] Agree's with this. Also for the first option: I hope it changes stance from the AI nation, If I tell them to
Hi again Naid, I cant have my bird-brain to reply to everything posted on a multitopic thread at once, so I usually only take a part of the thread and focus on that, to comment on the UI stuff. Took out a bit of your post and numbered it, consider the other ideas good and agreed with ;) [quote quoting="post"] 1: In the Enchantments tab, it would be helpful if the enchantments were listed alphabetically by city. That m
[quote who="bcoker" reply="2" id="3213407"]I'm sure they are aware of it. I just wanted to make sure I mentioned it. [/quote] and I wanted to make sure I agreed :D Sincerely ~ Kongdej
[quote who="DGB246" reply="7" id="3213404"]@Kongdej The mountains are 4 tiles across so you have to do a line across them - i.e. you have to cast it 4 times just to get across one mountain range - 200 mana[/quote] And I will gladly pay that for the powerfull ability to cross a mountain, that said its another reason why "Master Scouts" is slightly broken imo :P I played enough games, and used raise/lower land to be aware of the mana cost, and I thin
all this modding stuff... In the end I really hope they upgrade the aggressiveness of monsters around they're lairs, when the monsters see a city and they have 10 times the strength of anything near the city, they should go have a snack. Dex have an interesting idea too! Sincerely ~ Kongdej
Been a few positive feedback posts a couple of times, I usually try to spray positiveness to the other threads instead of contain it, you can post a bug in a positive way, for example ;). Sincerely ~ Kongdej
I honestly think raise/lower land is worth the 50 mana, you don't need to lower a mountain twice to walk on each tile, while hills aren't as fun to walk on it sure also is a way to "trick" your way into a closed canyon. Don't underestimate the power of making the land look like you want it. That said, if it costed 40, 45 or 50 mana wouldn't bother me, if it gets too cheap it'll be a very important spell to carry. I never have problems with the cost of raise la
My suggestion: Screenshot it, catch the debug file and post it on the "FE Support", there is a better chance it will be noticed by the support team ;). That said sounds very mystic, I have not experienced this myself, hope you get it fixed since its a shame if some parts of the game wont work for some people :( The Debug file can be found at "Documents/My Games/Fallen Enchantress" and specific name is "debug.err" To post a screenshot directly on the forum you will need t
I too hope auto-battle will understand to win the same fights, my biggest problem with it comes when you are running around with a spellcaster, they usually die to everything. Sincerely ~ Kongdej
I really like the main post, ill be looking over the unit editor with some new ideas of improvement soon. (Well if I get any ideas...) Sincerely ~ Kongdej
[quote who="Derek Paxton" reply="1" id="3212430"] I cleared it and it worked for me. You have to gather all the goodie huts (the ones with green icons over them) in order to flip it.[/quote] I experienced the same ½ an hour ago... just wanted to share (Silly me, stealing the golems treasure, making them all angry and... they went after my cities >_ Sincerely ~ Kongdej
[quote quoting="post"]There are three city placement values: essence, grain, and materials. But since essence can give cities 5 material and 1 grain per essence, essence is incredibly strong. I would suggest changing the spells or making essence more common and balancing it with the other values more.[/quote] First off, its 5 production per essence ;). I think it would be way better to limit the enchants to not stack with how much essence there is in the city (Say enchanted ha
I don't like the outpost giving benefit to anything outside its area of control, if outposts would suddenly grant +1 grain, +1 material, research, Gildar and whatnot Ill almost surely find an outpost on every single tile of the map at some point, due to the massive benefits these things would give to parent cities, especially when spammed thoroughly for each city. I do enjoy the 25% bonus to attack and defence, in earlier beta's players had this bonus (or was it 50% bonus) in
[quote who="GFireflyE" reply="2" id="3213042"]Also still think that scouts should be responsible for building outposts, as there is currently no beneficial reason for building scouts. Currently it's pioneer spam and while the cost for pioneers is set about right, you have to build too many of them. [/quote] I still think pioneers are too cheap, I can easily mass-produce them and spit out cities and then outposts, the fact that the game is made for city spam "forces" me
I think we should balance blood traits, and try to vote for better UI so we can see EXACTLY what races does, when choosing them, not after we created said faction, and the factions sovereign! I do agree some factions are way better than others (the secret race of capitar... DOH) Sincerely ~ Kongdej
[quote who="boredpeon" reply="40" id="3212705"] Give a governing ability to the hero that only works if the unit has not moved. If the unit uses any movement points then it does not get the xp for that turn. OR Make a special building for governing, one that only gives xp to a unit with the governing trait. [/quote] I don't think you should limit "Governing XP" to only level 4 heroes with governing trait, that would be very restricting again, I jus