FrenziedFan

FrenziedFan

Joined Member # 4653120
5 Posts 49 Replies 296 Reputation

[quote who="athelasloraiel" reply="16" id="3270962"]I recheck metacritic daily too. aslo posted mini review, gave it max, since it is 90% what I wanted, a bit more, and some bits less, but huge potential to get there. I don't see anything bad by getting users to post their thoughts and grades. Especially since some of the low graded users posted their scores at time when they didn't really play the game... <br /

49 Replies 48,338 Views

Implement CO-OP, so we at least can play with other people . It would be SUPER easy to do and wouldnt impact the SP experience. Thoughts on this Frogboy???

49 Replies 103,209 Views

It boggles my mind to think that not only can you not win on easy but you cant even survive long enough to feel satisfied with your defeat. I might have to try a game on easy and see if it really is that hard.

26 Replies 107,344 Views

Someone posted that you can enable dynasties by editing some file. See this thread for more info: https://forums.elementalgame.com/434721

4 Replies 9,645 Views

I agree that this must be fixed ASAP. As Heavenfall said though, its a good thing to try to get the first hit, but only if you are not getting debuffed or attacked by ranged units, in that case you need to charge!

6 Replies 2,677 Views

[quote who="Jam3" reply="30" id="3253295"]Tarth , hmm master scouts op much? At the absolute least they need to make it 2 points. [/quote] Yes it should cost 2 points, but they should also remove the "Monsters ignore this player"-part of the master scout trait. As someone else pointed out in another post somewhere, you miss like 1/3 of the game if you take monsters out of the equation and that simply isnt fun. (Btw, i will still take this trait 100% o

51 Replies 85,811 Views

[quote who="seanw3" reply="9" id="3253534"]It's a problem of difficulty. That extremist expansion AI we had in beta 4 needs to be standard for each race on hard and above. Below that, let the AI only have a few cities. The problem is that there are light users and more competitive users. I prefer a tooth and nail fight for territory with monsters having the final say in who lives or dies. Light users should be able to expand at their leisure if they are having fun just playing the game. F

18 Replies 6,645 Views

[quote who="Tuidjy" reply="30" id="3251241"]I am sure that I am in the minority, but I have to say that I hate this. Magical energy necessary to change 100kg of dirt into mud: 8 Magical energy necessary to raise thousands upon thousands of tons from the bottom of the ocean: 5 Terraforming spells should feel epic, and at 50 mana they barely did. At 5 mana, they are a gimmick. Oooo, see how we have unreachable areas with goodies. Oooo, check ou

60 Replies 237,784 Views

[quote who="GFireflyE" reply="86" id="3247431"] I will say this, for all the little tidbits here and there that players hoped FE would still include before release, the AI is far superior to the AI in MoM, and that alone speaks volumes. Great job Stardock![/quote] Ya, it speaks volumes about you. MoM AI was awful, so giving FE credit for being superior to awful is just sad.

148 Replies 329,205 Views
Reply to City Defense in FE Beta

[quote who="leroy105" reply="52" id="3247004"] Quoting mqpiffle, reply 51I have mixed feelings about the sentiments of this thread. Having good support troops (militia) can help turn the tide of a battle, but they shouldn't be able to save your butt if you decide to not properly defend your cities with trained troops or heroes. Making the militia too powerful would make the game bland, imo. I personally feel like the current implementation is good enough and pre

67 Replies 43,326 Views
Reply to City Defense in FE Beta

[quote who="mqpiffle" reply="51" id="3246981"]I have mixed feelings about the sentiments of this thread. Having good support troops (militia) can help turn the tide of a battle, but they shouldn't be able to save your butt if you decide to not properly defend your cities with trained troops or heroes. Making the militia too powerful would make the game bland, imo. I personally feel like the current implementation is good enough and pretty well balanced for my tastes,

67 Replies 43,326 Views
Reply to City Defense in FE Beta

[quote who="seanw3" reply="10" id="3245642"]The devs are both thoughtful and enjoy in depth analysis. I have gotten positive responses before. I am largely accredited with making the strongest arguments for city upgrades and no maintenance mechanics. Hope this gets some attention before release. Of course I only care in as much as it will hurt the reviews. Personally I have a very robust city defense structure already in place.[/quote] Im not saying it was bad, just tha

67 Replies 43,326 Views
Reply to City Defense in FE Beta

[quote who="parrottmath" reply="11" id="3245684"] Quoting FrenziedFan, reply 9Movement within enemy city borders should be 1 square so no one can war dec and attack a city on the same turn. I always thought if you declared war you are immediately pushed outside their border. Thats what happened to me when I tried that tactic out.[/quote] Then you dont know what you are doing. If you war dec BEFORE you go into the enemy borders then you can just walk all

67 Replies 43,326 Views
Reply to City Defense in FE Beta

OMG, Im afraid devs wont read this very important thread because you guys write unreadable WALLS of text. My TLDR version of the rush issue: City defence needs to be something like 5 times stronger than it is right now (even that might not be enough) . Movement within enemy city borders should be 1 square so no one can war dec and attack a city on the same turn .

67 Replies 43,326 Views

It doesnt work every time. I tried it on a bear and he resisted, collar disappeared but the bear also disappeared and showed up as dead in the battle summary afterwards.

9 Replies 14,870 Views

First few problems i have seen in 0.982: If a unit is standing on the same tile as a monster (wasnt this supposed to be fixed with asynchronized turns..) that monster cant be attacked, instead it takes you to the diplomacy window for that units faction. Please dont move camera away from a unit after a battle if it still has movements left. Please dont move camera away if I have a unit selected when I hit next turn. Please <span style="text-decoratio

0 Replies 3,683 Views

[quote who="Frogboy" reply="87" id="3241995"]Monsters don't target outposts or improvements. (I'm giving away my secrets!) Those get destroyed due to them being on the way. Anyway, it's 11pm and I'm putting in asynchronous AI movement.[/quote] Excellent. Dont treat AI differently when you spawn mobs though, that is a horrible decision, on challenging difficulty it should be EQUAL. Also, on harder difficulties, why

124 Replies 255,869 Views

[quote who="stein220" reply="5" id="3240098"]It would be great if cavalry was countered by spearmen. It's an early game tech anyone can get and it's realistic. [/quote] Even if mounts were vulnerable to spears you wouldnt solve the original problem; that +2 move is super OP and really hard to balance since it affects so many different areas of the game.

16 Replies 4,649 Views

Ya, i made a long post about this for 0.952 but I guess the devs just dont realize how OP it is. Mounts with +2 move upsets balance on so many levels: 1) Exp is gained much faster because you can fight more often. 2) You can do easy attacks on cities since there is no way your opponent will get back to defend it in time. 3) You rob your opponents of the opportunity to gain exp because you get to the monsters faster. 4) Ta

16 Replies 4,649 Views

I would love some completely new models (preferably all normal fantasy races from Master Of Magic) instead of the awful models used now, its depressing that they all look pretty much the same and that they all look like crap.

5 Replies 4,550 Views

I agree, make heroes really bad so they need lots of troops to take on monsters. Everything about heroes is overpowered right now ; armor, weapons, spells, access to items, stats, abilities.... its just sad.

9 Replies 47,041 Views

[quote who="Emperorjarin" reply="8" id="3234179"] Quoting Tuidjy, reply 77. In 90% of the cases, troops running away ends up being a bad move, and a great advantage to the player. It should go. The biggest problem with their retreat is that they don't fully commit to pulling their forces back. I almost never see troops move more than 1 square away, which leaves them easily within striking distance of whatever had nearly killed them in the first place. The other

49 Replies 57,780 Views