[quote who="Supreme Shogun" reply="5" id="3225192"]Perhaps there should be advanced horseback tech. So the initial horse tech could give you some basic +2 initiative, +2 move, +20 weight reduction. Everything else comes later at increased research cost. Also for balance purposes, I feel that mounted units as a whole do not give enough oomph to initiative. Initiative bonus should be +5 or 10. +3 just feels like meh, you can get a magic shirt and get that.&nbs
FrenziedFan
This idea hes been suggested many times before and needs to be implemented. It is so tedious to keep track of all the trespassers.
[quote who="seanw3" reply="7" id="3224847"]Considering that each turn is a season, it makes sense that regen would have this effect. I usually set regen to do 5 healing per soldier in the unit per turn and +1 in tactical battle, simply for the sake of balance. The death mages have no healing recouse like this.[/quote] This doesnt solve the problem. You should not be able to heal from 1 hp to full health by running in circles for 200 turns in tactical battles.
Horses super super super OP. Nothing should have +2 move. See this post: https://forums.elementalgame.com/431325
Why are there not more threads complaining about how disgustingly overpowered horses are? A horse has: +3 Initiative +20 Weight capacity +2 Moves +25 Dodge vs ranged +100 Prone avoidance It costs 80 gildar and is in the second tier of the Warfare tech tree. Movement is arguably the best property in game, +2 move essentially gives you +100% exp compared to a normal unit because you can fight twi
I check this thread sometimes even tho i dont read it all. I think you should probably start a new one when 0.915 comes out.
Show unit pathfinding before you move. I think devs should focus on the item popup window because it is such an easy thing to do and it happens frequently.
There are too many reposts and long discussions about small, annoying bugs and annoying little UI problems. To make this forum easier to read and to get the most bang for buck development out of the devs I made this thread that is intended to collect information from other threads and recap it here . Below I will give a list of small annoying things that should be fairly easy to fix and would make the game less frustrating. <span style="color: #ff00
Sounds awesome! Stuff like this will give more life to the world and give you the impression that there is some real intelligence behind the AI decisions. I do think roads should be handled very differently though but that is another story. [e digicons]:D[/e]
Original question is very vague, define MP better. Game should have MP COOP mode. Lots of people will only buy the game if it has
[quote who="seanw3" reply="149" id="3151174"] Who wants next turn on this dead horse?[/quote] I do. I can see a great many arguments for why FE will be hard and costly to implement as a competitive online multiplayer game . But to say that implementing a LAN COOP mode would take away such a sign
Just letting everyone know .
[quote who="Yazari" reply="12" id="3148508"]I am neutral to making pioneers have maintenance costs. I think there are multiple approaches to balancing pioneers (and horizontal growth). I am eager to see what changes Beta 4 has in store. The following are some additional ideas/approaches to balancing the pioneer spam: Make city size and growth (bonuses/structures) matter a LOT more Allow buildings to be built faster and their bonuses to be bigger. Al
Tldr version; Many play this game exactly for its high resolution. Im guessing devs are aiming for a high resolution game. You want something else. GTFO (see Brad, you dont have to cuss at your fans, we will do it for you [e digicons]:P[/e] ). On a more serious note. I have to agree with virtually all of the responses in this thread; we generally do not want the game to be simplified . The complexity and det
[quote who="DanielZKlein" reply="4" id="3147166"] More to the point: has anyone else felt this with Fallen Enchantress? Where your decisions either don't seem to be clearly laid out, don't seem to matter too much, or where feedback from taking decisions arrives very late?[/quote] I feel like you have not taken the time to try to learn what different city stats do or possibly that you dont have the patience to wait for their effects. But I also agree with yo
/signed Colors need to be unique and distinguishable.
Monsters do attack AI cites and units. Maybe not as often as you want them to but you cant say that it doesnt happen at all . I have seen monsters kill AI units and in the video below, at around 10:13, a monster destroys an AI city. [video]http://www.youtube.com/watch?feature=player_embedded&v=CxrS6SBGH2Q#![/video]<
[quote who="Greyclouds40" reply="87" id="3145912"]PROBLEM: The game has now devolved into what you could call: "pioneer spam." It makes more sense to constantly produce pioneers than it does to build structures in your towns. The AI is VERY aggressive about colonizing new territory (this needs to be toned down) and the Monster AI tends to let it do so. The player, in order to cope with this, must constantly expand regardless of prestige, location or map location or else the AI will claim reso
Some super quick feedback from just playing a few hours on a large map on hard with everything else normal. 1. Monsters: Felt about right. (I probably didnt play long enough to really judge this) 2. AI players: In 0.912 I used to be able to run around and do whatever I wanted and build randomly in cities and still win. I couldnt this time. Computer players crushed me every time. Now I feel like I actually have to learn what different buildings
[quote who="onomastikon" reply="10" id="3143939"] Does anyone know where the post by Brad is asking us to vote?[/quote] It has apparently been deleted, you can no longer find the thread, or Brads posts in his post history. I could not even find my own post. Im quite certain they decided that the whole thing was just too embarrassing. I would have liked to keep that thread for future reference. The only way I could find it again was to
I have this exact problem. At the very least I should be able to lower the, in game, resolution without being forced to play in window mode or lower my desktop resolution.
[quote quoting="post"] How do I have my champion rejoin a stack without moving it of the hex and back? [/quote] Im sure there is a better way to do this but I do it by holding the shift key and selecting all units I want in my group. Just to clarify; if you click the stack you will see (at the bottom left) which units are on that hex, after that you can select individual units by clicking on their icon. The selected unit will have a thick yellow ring
Ok, then I guess I can live with it.
Last night when I was going to put some serious hours into FE, the Stardock servers were down for maintenance. The message I got, when trying to load the homepage, said servers would be up in less than an hour. I kept trying to log in for 3 hours and then gave up and went to bed. This whole thing got me thinking that, in essence, this means that every time Stardock servers has a problem or their ISP has a problem or my ISP has a problem, I wont be able to play. It is so
Yes, please listen. AI competence is absolutely crucial to game sucess!