Sir, please drop your random name generator slowly and step away from the game o.O
simon_doe
[quote]The biggest obstacle has been reviews. It’s hard for niche titles (and make no mistake, fantasy turn-based PC games are niche) to get coverage.[/quote] I agree that reactions on both the forum and the review sites have been strangely muted. As far as I am concerned there is a feeling of waiting for the game to be finished, and I am not ready to comment on it on the internet until I see how Stardock deals with the issues that the game still has. To beat a d
Simple solution: Governor traits affect the nearest city instead of only a city the governor is stationed in.
My prediction would be 82%
[quote who="Frogboy" reply="76" id="3231532"]Beta 5 isn't the last beta. It's simply the last beta series. There won't be a Beta 6. But there will certainly be a Beta 5A.[/quote] I think everyone understood that already. It's why they are so concerned.
I would love to hear that the developers have some changes to the magic system in store, but from what I read they seem to be happy with it, moving on.
Great input! It sounds like those games were fun while sidestepping a lot of the content (building armies, researching high-powered stuff etc.)
The graphics of the Stinking Mud spell look more like an insect swarm to me. Maybe we could get something that really looks like muddy ground. And as an aside, some kind of insect swarm spell might be cool too.
I very much second that. There will be no beta phase devoted to the depth of tactical combat and therefore the automation options should be there to make sure it's over quickly if the player wants it to.
I found that the traits and perks that give bonuses to xp gained make a huge difference. I had one game where i took every extra xp perk I could get and outleveled everything the world could throw at me very soon. In another game i took none of those and my sovereign's power is more or less low enough that many combats are still challenging.
The Best: The concept of a fantasy TBS game - every geek's dream. You go into it dreamy-eyed, overlooking a lot of flaws just because a fantasy TBS is exactly what you want. Cities, Shards, Outposts: This is already fun and - while some additional polish and adjustments is required - is well done and compares favourably with other games of the genre. The early phase of the game, pending balance issues, is great.
I would suggest doing away with the "immune to being knocked prone" trait given by mounts: If a unit is knocked prone while mounted it should lose its mount for the remainder of this combat encounter. That would help the feeling that you can really change things on the battle field and create more diversity in tactical combat, without it being too much of a change.
[quote who="keithburgun" reply="161" id="3218360"] (1) How do you think we should refer to this game? Elemental: Fallen Enchantress or just Fallen Enchantress? How about just Elemental? "Fallen Enchantress" is one of the worst names for a videogame since the mid 1990s. Try telling someone, out loud "yeah I'm playing Fallen Enchantress" without squirming.[/quote] I tend to agree. Call it: El
I feel that the nice range of abilities available while customizing your sovereign and faction - beastlord and and juggernauts for example - should be used as techs and spells and level up perks for cities and heroes. Doing that would create an amazing amount of additional content for the game. Just imagine golems as city level ability for conclaves or beastlord as a spell. It would also be in spicing up the tech tree, where truly interesting techs are not in the majority.
I have seen this mentioned somewhere already but I would like to harp on it again, because as you said, now is the last chance for feature requests: The tactical UI needs more automation options in order to preserve the sanity of anyone duking it out against the endless armies of evil: A button for automatic combat without spellcasting And for individual units , preferably accessible in the tactical UI and on the overland map:</p
Well maybe if enough people express an interest in this? Not like it works that way, but if many feel that this would be worthwile then maybe it will be considered. Of course i don't know if it quite that easy to implement.
So, in order to make the late game interesting your ideas are: Major random events Better AI for army composition and tactical combat More diplomatic options (like what?) A robust quest system (I take that to mean more quests?) I would like to add: A fully fleshed out spell system, the current one feels like a skeleton. I want to see spells that change tactical c
I could imagine clearing that wildlands with all the golems in it (the scrapyard?) yielding that kind of reward. Maybe it already does, i wouldn't know.
I am not sure the solution is to have more things to fill the building queues - after all keeping the player busy like that is a bit cheap. This is one of the things that do not add to my enjoyment: "Oh the +5 food building is done, now let's add the +10 food building to the queue! And after that ... +15! And in all my other cities too! I can't get enough of it!"
Well that ties into another pet peeve of mine: Heroes should not stand around the map all game waiting to be bought or killed. That is not heroic at all, and many others on this forum have said so. They should come as quest rewards only. But that is another topic altogether. Regarding my idea, it might or might not work well, let's talk about other ways of making the lategame fun. Because the game does change around midgame, and not in a good way. What can be done?
[quote who="klaxton499" reply="55" id="3212890"] 3) More controlling magic - Pull, Push, Stasis, Confuse, etc. [...] 4) Quests should be the only method to obtain new champions. This allows you to write a story for each. Allows for more in game quests without weapon proliferation. Finally, the mighty champions just look silly standing still waiting to be picked up or be killed. [/quote] I very much agree. Controlling magic could
I would love to see the following city improvement, unique to fortress settlements: Guardpost: This city's garrison comes to the aid of any attached outpost in case of an attack. Alternatively this could be an upgrade separately build on each outpost.
[quote who="Frogboy" reply="26" id="3217351"] As for cities, the free defenders are there to defend against minor threats. They shouldn't be able to hold off an army on their own. I think of them as being like the police. [/quote] Yes, agreed. But shouldn't a damn fortress be able to hold off medium threats with just its free defenders? I know i have not build a fortress in the past few games because the city improvements the fortress offers don't really ha
1. I played customs factions in all of the about 10 games i played. Customizing my side is very important to me and i feel that the UI could be much improved in that area. Most of the time i chose Men as race for the experience bonus and the henchmen, which are cool. I taken a liking to Heroic, Wanderlust and Master Scouts. I take "No ranged weapons" as a weakness, because trained ranged units are useless in my experience. 2. I rush the early civics technologies and tech warfare up un
Several units monster units the player can get, like ogres, trolls, darkling warriors and wildlings, that are really fun to see in your own army but don't see much use. That is because their stats don't scale well with level and they can not use any items, and that feels strange considering everything else gets ever more powerful. It also excludes them from being used in many cases, which is a waste. I suggest bringing wildlings and darklings into the unit designer as