webusver

webusver

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34 Posts 364 Replies 23,340 Reputation

This is an old issue but its strange to me why it still isn't solved. May be its a "feature"? Then why this was made so? I can build lodging camp only if a city is built near a forest. But if I build a city even 1 tile away from a forest and later build structures to move city hearer to the forest, even if I see that a building can be built if forest, I still can't buld Lodging camp. This results that I often restart my games, trying to have a better starting location.

17 Replies 9,530 Views

1.Yes, I agree, that horses should have their own upkeep. For example 1 gold. 2. Mount should not give opportunity to carry additional weight. Instead every mount should give weight and accuracy penalties to its rider. Riders need to be lighter in weight to ride horses. 3. Riders should not be able to use large shields. Perhaps every type of shield should give less bonuses to mounted troops. 4. Riders should nor be immune to bash strike which makes them prone. Otherwis

42 Replies 31,357 Views

Here is my suggestion on how Influence and Adventurer could be modified. It would be interesting, what everybody think about this. So, lets assume that Influence is the measure of how much a king is popular among the population. It means that Influence is needed to recruit troops, pioneers, henchmen, heroes, mercenaries. Indeed, who will join an army of a king who has no Influence? :-) For this to work it needed that settlements should produce Influence, since only Prest

1 Replies 2,315 Views

May I propose some suggestions on how Influence and Adventurer could be modified. It would be interesting, what everybody think about this. So, lets assume that Influence is the measure of how much a king is popular among the population. It means that Influence is needed to recruit troops, pioneers, henchmen, heroes, mercenaries. Indeed, who will join an army of a king who has no Influence? :-) For this to work it needed that settlements should produce Influence, since o

6 Replies 6,487 Views

I tried 1.3.for a while. New tiles generation seems strange but is intersting at first sight. Note that the less essence - the better because I often make unit enchantents on my cities, resulting in big advantage from fire bonus to units attack. New pioneers are better. Growth is the main concept of the game and its good that pioneers don't consume it anymore. But instead of gold pioneers may better require 30 influence! Then Influence will be in great demand, being very u

106 Replies 322,344 Views

[quote]Champion Recruitment cost gets gradually more expensive based on the # of champions the player has[/quote] The most powerful trait Adventurer is now even more powerful. It should reduce cost of chamions by some % but not by 100%. If all champions are free, then what's the need in this update? Note thet most AI sovereigns are not Adventurers, so it's the AI who will suffer. Unfortunately, because trait Adventurer is so powerful, it makes other even most interesti

106 Replies 322,344 Views

In 1.12 game I saw AI tried to build towers to cast Spell of Mastery, but unfortunately had a city with very low production. It required him about 40 turns to build one tower. If I were that AI I would concentrate on buildings which increase production. The other point is that in that game the option of victory through the spell was disabled. AI should take in consideration options of victory conditions and how quickly it can build these towers. I also find spell Earthquake very devas

38 Replies 196,218 Views

Diplomacy tweaks are really needed and proposed changes are good! Perhaps depending on difficulty level there should be a diplomatic adjustments like "You are a human player(not AI)" resulting in -1 diplomatic rating. Also I'd like that when there is "You are dominating me" its positive value should be less. "Dominated" AI shold begin to play more meanly against human player. At first they should rise prices for exchanging technologies or resources and increase prices in their shops for h

38 Replies 196,218 Views

Hi Stardock! You are doing the great job! After Triumph Studios switched to Overlord I lost hope for any new game of such kind. Finally I found Fallen Enchantress and my hope was resurrected. In future you can develop 3 series of games: galactic civilisations, fallen enchantress and may I suggest another series. Imagine FE enigine, but let the process happen on the desert planet Dune... (or any other planet)... It will be Dune II (or C&C) in turn based style. Player needs to build bases,

171 Replies 741,255 Views

1. Earthquake seems too cheap for its devastating effect. Perhaps every building should have 50% or more not to be destroyed. Complex buildings should rather be downgraded than destroyed. 2. Starting trait Wealty of 500 guildar at start I'd suggest to replace with +2 guildar per season. 3. Starting trait Adventurer should give only 50% of cost of hiring heroes. With all heroes for free human player is able to recruit all high level heroes, leaving AI with none. 4.

221 Replies 587,953 Views

Earthquake seems too cheap for its devastating effect. Perhaps every building should have 50% or more not to be destroyed. Complex buildings should rather be downgraded than destroyed. Starting trait Wealty of 500 guildar at start I'd suggest to replace with +2 guildar per season. Starting trait Adventurer should give only 50% of cost of hiring heroes. With all heroes for free human player is able to recruit all high level heroes, leaving AI with none. I'd also

21 Replies 30,053 Views

In 1.20 AI has trouble in expanding. It can lose its pioneers and be doomed. Human player can think of ways of increasing population by administrators or by spells... but AI fails. As a result human player captures resources and expands but AI fails quickly. I think that problem of cities spamming is not in population, but in trait Wealthy which is the most powerful starting trait. Though it is 500 instead of 850 guildars its very powerful nevertheless. I'd suggest devs to replace

31 Replies 110,542 Views

I played with the patch for a while. The gameplay now is much slower. I can't implement technologies which I research because of lack of resources. And I can't expand because of new pioneers. But if I use the spell which builds outposts I break the game and Ai falls far behind. Settling phase now is prolonged and Ai doesn't hurry to attack. It's strange that I loose population. 30 people go with a pioneer but when a new village is created its population is 3 peop

82 Replies 256,717 Views

The game hangs when I reload it several times. Stability is the key. The game is good but here are some things that I'd like to mention. Spell Earthquake is very cheap and devastating. It simply kills the whole city to nothing. It should require not less than 600 mana and each builbing should have 50% chance to survive. If any building has upgade, it should not be destroyed but reather downgraded. IMHO research process is faster than building process. Perhaps all research

221 Replies 587,953 Views