Frog: "Well the AI doesn't get to complete quests automatically. They simulate the quest (rolling the dice) and they aren't allowed to go on tons of quests like you humans are! And they don't get to save games. What you're seeing is the tirene taking out a battleship roll. Blame old man Paxton for letting the AI go get dragons from quests or what have you. XML controls whether the AI is allowed to go on quests. I just take advantage of whatever cheese I c
cardinaldirection
Wonderful suggestions, thank you.
[quote who="Jythier" reply="3" id="3259444"] Why do you say that?[/quote] Because almost every one of the valid complaints I've read about the game in a review thus far have been related to either the dated graphics or an inadequacy of the engine. Edit: Personally, I find the graphics adequate.
[quote who="Frogboy" reply="20" id="3259180"]If I had my way, in v1.1, when the human wins a big battle, the game reloads from the turn before so that the AI can get another crack at it! [/quote] If the AI is truly learning to that degree, please give us a button for this ASAP!
[quote]For most of 2012, the art team and game engine team had already moved off of Fallen Enchantress and onto Game X.[/quote] In all honesty, this is what will probably hurt FE's reviews the most.
[quote who="nabytek" reply="28" id="3259261"] It should be more about magic, more spells. I'm tired of using flame dart or fireball all the time. You said that you want to do sequel of Master of magic!! 3 new spells per level and some more useless in technology tree. I played beta, hoping, waiting and honestly it is far from Master of magic. All races are similar, all human (one with horns ), few different traits, no elf, gnomes, dwarfs... Put more spells,
[quote]Also there should be something (a building/a maintained spell) that will protect your lands from outside spellcasting whether it be a reactive counterspell or a chance to resist the effects or maybe something that makes all strategic spells cast against you cost twice as much. [/quote] I wouldn't be surprised to see this in a mod by the end of the day.
[quote who="SOLOSOL" reply="2" id="3259216"]- City tactical battles. This really needs some love. If not doing like old MoM, at least divide tactical map in two, separated by the wall with a fence, or better, two fences. The outside is the same, the inside with some buildings, to remind a town.... All cities should have a wall, at least that is what it seems in the strategic map, but the simplest wall (made of wood) should be destroyed with a few attacks. If the city has built Walls, that cou
I must admit that Stardock's etiquette with this game has helped renew my faith in humanity as well.
Quests (and army strengths) need more degrees of difficulty ratings, which the AI should check and balance (along with proximity) in determining the one most worth attempting. The AI should also be able to follow quest paths from location to location, barring it wins the roll for each one. Any decisions it must make could also be rolled, or new tags targeting the AI could be added to quest definitions.
[quote who="Emperor_Nero" reply="3" id="3259111"]Sadly I think that is the downfall of the internet and any site that allows the public to sign up with no hurdles to give their opinion. Anonymity gives power to the powerless.[/quote] Plato put it somewhere along the lines of: democracy eventually leads to a state where every individual is left to find hell in their own way. [quote who="macattac" reply="10" id="3259217"]Deviant opinions are not wrong per se. they
[quote]Add +1 counterattack to all monsters and melee weapons.[/quote] I've honestly been wondering why this isn't a mechanic of the base game? Benefits for unarmed combat would be nice too. [quote]Add gildar cost to trained units depending on production cost.[/quote] I found editing the following two lines in ElementalDefs.xml (copy in Mods folder) to be very effective towards these ends: 191.
[quote who="tosserpete" reply="7" id="3259058"]It would also be nice if there was a "replay manually" option after the auto-resolve battle has finished.[/quote] Although auto-combat definitely needs some attention, as far as the player is concerned, ^this is not an uncommon solution for this issue.
>Here are a few links I'm finding useful in enticing various groups of friends and sites to give the game a try.
[quote who="Nakor" reply="31" id="3258523"] Based on feedback and error logging on the server, we've put together an updated Stardock Central that should handle some conditions better. https://stardock.cachefly.net/stardockcentral285-setup.exe *snip [/quote] This should probably be mentioned on The Fallen Enchantress
[quote who="semperincomitatus" reply="3" id="2833193"]I have two words, "Lone Wolf"[/quote] I thought everybody read these? They should. The entire series can now be "played" online. http://www.projectaon.org/staff/eric/lw01.htm World map > http://outspaced.fightingfantasy.org/Hosted/Jan_Charv%C3%A1t_Magnamund.p
[quote who="heyhellowhatsnew" reply="11" id="3258454"]A tutorial for idiots like myself ._.[/quote] https://forums.elementalgame.com/434652
[e digicons]o_O[/e] Do my eyes deceive me or the animation by the same people who did Samurai Jack?
[quote who="Sierra Falcon" reply="2" id="3258349"](I suspect someone already has a Fire & Ice mod buidling, and I can see middle earth, mistborn and wheel of time right behind those)[/quote] ^Thanks again Stardock, for what hasn't even been built yet. [e digicons]k1[/e]
I had a Quests folder at the same directory level as Mods that I put mine in.
Over here on 32-bit XP it was under Elemental: Fallen Enchantress in Add Remove Programs.
Strategy gamers and multi-player game players are two different demographics, even if just one individual or one game can be classified as both. The incentives for playing each type of game are completely different. Asking strategy gamers if they are interesting in multi-player produces very little data of value. The percent of gamers in general that only play multi-player games is huge. This is the demographic that needs to be surveyed as to their interest in a turn-b
[quote who="GFireflyE" reply="8" id="3258271"] However, I can run it well past (upto 3.25gig) and do operate with dual core (3gig/3gig) which is better than many 64-bit boxes still sold today. (Win-Xp pro does that and it was released in 2001 ). [/quote] Same here. It is quite odd that the lil 64-bit tablet over here with an on-board video card has pedestrians, but this relatively beefy laptop doesn't. I promise that some day I
Deserving of a bump.
[quote who="Derek Paxton" reply="6" id="3258137"] * extra material at no cost for my fellow nerds: Hiding the pedestrians once the game has started doesnt help because the pedestrians are merged into the tile designs on load. Even though the editor lets you work with the pieces as seperate blocks, we merge them on load so that we arent drawing/lightning/rotating thousands of different pieces in real time. With a merged tile design we have 1 3d object to manipulate. So t