First of all, I am happy when I first came across the 'original' Fallen Enchantress. I actually wrote a review it on my language, and tone was encouraging. The game has huge potential, but lacks some polishing. Eventually the changes on Legendary Heroes seem to be very good, but there are few things still making occasionally pull my hair off. A topic of 'AI Swarming Borders' tells the obvious. Neutral AI pioneers and random armies should be able easier to lock out of p
Susijumala
I think the design is expecting to have all the victory conditions enabled. For example Resoln Empire strives very much into it. But anyways, no one is forcing anyone to build the Tower of Overlord. If the plan is to achieve diplomacy victory it would be very unwise to tap these few elemental bonuses. These small bonuses aren't even required for that. I act very much alike AI. Once I see tower icons to start pop-up on score list I am very much intented to stop that. It'
One way to modify SoM is not concerning towers at all. The towers do add up spell effectiveness more or less, and thus should be open to anyone, and not restricted with wolrd wonder ideology. But the spell itself could be modified. It could have vast initial cost (5000 mana or even more) and then it consumes all your "mana income" for the time it's being casted. The more surplus mana you have got, the faster the spell also finishes. For example, if decided it would need 2000 mana
Steam does not force patches, but have them only on auto-update by default. By right-clicking the game in the library you can open a menu. Select "Properties" and on pop-up window choose updates-tab and disable auto-updates for that single game. Not updating the games may lead into version mismatches and perhaps even to refusal to launch the game successfully. Not all the game developers manage to fix bugs via patches, but create more. Should you have any doubts, disable auto-patching
Death Magic V gives a spell Sacrifice (please, correct me if I got spell level wrong) which sacrifices half of the population in a player's city and every sacrificed people gives 1 mana instead.
Simple reasoning: we love FE (despite it's not a polished diamond... yet) and we are aware of its potential. And we do realise that in order to help making FE to become even better the kind words, constructive discussion and patience are always superior to mad screaming, flaming and trolling.
That is an option, and to speak the truth there are not many custom factions on my personal list that has not got Wanderlust. I've played with about a dozen of different faction setups (from challenging/challenging to challenging/hard) and noticed they are too oriented to have both Wanderlust and Enchanters. Thus I decided to blacklist both these traits from my further gaming experience and I noticed how big a difference not having Wanderlust actually made. Wanderlust helps a lot
Kalin, you're absolutely right about Heroic's prestige value. It's important thing in the very beginning of the game. Later on you can round growth problem by spamming towers and upgrade them to provide +1 growth bonus to the nearest city. Influence I don't see that much of a value. By the time you can actually hire Asok/Ogres/Trolls you have other viable options for enlisting troops too. Darklings etc. can't really be compared, because they start as a cannon fodder and th
Learning curve can be very deep, so there is basically no way to tell which faction you should prefer over others. They all are different and it really means that. Few things that you should remember in general gameplay regardless of your selection for a faction: Heroes start quite underpowered. They usually got some spells to help, but in the very beginning you don't usually have enough mana. Trained units may seem to have even worse attack power and hit
If you pick premade human race and start rolling XP, preestige and arm your champions and henchmen to the teeth the key is the ability to purchase more quest maps. However, should you consider how relevant Heroic trait is without Wanderlust you would soon find out that the trait cost for Heroic trait is simply too much to think about. For custom factions Wanderlust is then again way too cheap. It hands not only essential endless stream of quest maps over until you hit the Mana Blast / Shield,
Hmm ok. I never deal with AI opponents (or real human ones) like they would honor any treaties whatsoever. I prepare always for constant war. [e digicons]:thumbsup:[/e]
What makes you think it's a bug?
First, hat tips to Sweatyboatman for trying explaining the big picture. I am not aware of the environment and AI difficulty levels you're referring to with this preferential issue. Having both at least challenging level there has been event notification not more than 5 seasons since the start when the wildlife has destroyed a faction, and this is not once-in-a-lifetime-event. Some "neutral" monsters do take note of possible fight outcome, e.g. Darklings. Step with a sole pioneer (
Made a victory through the Master Spell and had some technology finishing on the same turn. The result was that when game score etc. have been browsed and main menu appears to be waiting the technology research window pops up. It doesn't accept any research. To get rid off this one needs to close game with force.
I try to be brief but accurate: Make empty essence slots more visible on 3D-map, draw a light circle around empty slots, please. Also, I can't find this from cloth map either. When creating a faction and choosing its symbol can we please have some better method for this than just browsing symbols one by one? Can we have player set notifications? When certain events happen (those that are pretty abundant) player can have notification. This can be done via