Don't like thinning the tech tree either, I've always loved the thrill of "the more I unlock the more powerfull I get". And that combined with a large tech tree is awesome imo. But I guess we'll see how things will turn out in the end, like they said better gameplay limit the player. Can't wait for next week [e digicons]^_^[/e]
Pluiz89
Hope they will still release it today, but if "it's going to be tight" means that it will be later I won't complain. Like Seanw3 said i'd rather see more improvements on a later release than buggy stuff on a earlier one.
Where's maaaaah updaaate [e digicons]:pout:[/e]
Way too OP because in my games I have way too much mana gathered than that I'm spending (maybe i'm doing it wrong lol) But still, it's too much dmg for that cost!
Though I haven't played all of them (yet), but the ones I played were really awesome!
Can't wait!
Maybe by having 20-30 techs of which you can choose 10 for a custom faction. The techs should be ranked by low till high tier so having 6 tiers or something. In the tier 1-4 techs you can choose 2 and in 5-6 you can choose one. But I figure a lot of work will be involved with this, because you have to make a new tech for every 2 combined techs but i'm a player who likes this kind of differentiation, and this will open up a lot more strategies and some more in-depth differe
So yeah I was playing red alert 2 yesterday and I suddenly realised a nice game mechanic which isn't implemented into any other game (of which I know atleast) When you play faction A and you capture a tech lab from faction B, then you gain acces to a new type of unit so the game kinda "combines" tech from two factions. So I was thinking wouldn't that be a nice idea for Fallen Enchantress? The next beta will have faction differentiation and this would be a nice
I like how magnar looks, will the other races get different looks as well?
Hello, I just recently started playing the beta. At the beginning everything is working fine, but when I progress further into the game I seem to get a bug where I can't end the turn. However I found a possible reason which is causing this and a solution to it, but it is annoying. When you move a unit on the map a couple of tiles from a where it is standing now, and it moves through a tile which is controlled by another faction, the unit might end up in a running a