I just claimed my first victory in a Ridiculous game this morning. It took a few games, but I got it. If you start a game and there aren't any yields near your starting city, just quit and start over, because if you can't expand, you're not going to win. I did each of the victories (saving before each one, then reloading and not doing it). Magic and Diplomatic victories are far too easy, and feel like cheating. The Quest victory was also easy, but the
Darxim
I've added another request. Add a framerate limiter. I really don't need this game to run at 60 FPS. If I run it at 30 FPS, my computer will heat up less and use less electricity (both lowering my electric bill and allowing me to play longer on a laptop running on battery). Honestly, with this game, I'd probably set it even lower. More games are starting to use these.
I've run into the same issue you describe. I overwrote my savegames that showed it, though, so I haven't done a proper bug report for it yet. Please edit your post with the screenshot so it's not super-long.
I think we're only getting what's mentioned in the OP and some bugfixes. Sadly, Stardock is short on manpower, otherwise there's a lot they'd do (going by Frogboy's past posts).
To go with my first request for ways to improve performance: Add an option to remove the clouds/haze and sunstreaks. Honestly, I'd like to disable them anyway, because they bother me a little, but disabling them would improve performance (and/or decrease heat production).
[quote who="halmal242" reply="1" id="3319970"]I love it. My only question is whether the AI reacts to the PC building the components for the spell of making like a person would upon seeing one of the other factions start construction?[/quote] I'm curious about this as well. It would make the magic victory condition a lot more interesting if the other factions suddenly started coming after you because you were working on it.
[quote quoting="post"] Tile selection. This is one that we'll have to see how well the fix works. It's a hit or miss thing (seems to be camera related). Some users have reported that selecting a tile doesn't always select the tile they think they're clicking on. [/quote] While improving the accuracy would be great, what I think would help most is if the tiles were highlighted on mouseover. Not a subtle highlight, either, like it does in some areas. &nbs
If you're just outside of their borders when they expand, they'll call you up and tell you to leave. That's the risk you run of moving around along their borders. Of course, if you're not near their territory when they call you up, that'll be a bug, and you should post a savegame of it happening.
I've encountered this as well. The bug is in the army moving onto the square. That's not supposed to happen. It's not a proper move, and the program doesn't recognize it as such, but because the event is triggered by a proper move, it never happens. You have to move out and back in.
The problem described in the OP is not caused by a unit having auto-explore on. I have only used auto-explore once, and it was in a different game than the ones I experienced the problem in. It happens when you're manually moving the unit, even if you go square-by-square. It only seems to happen when moving to specific squares. You move up to it just fine, but as soon as you enter that square, your army runs off somewhere else. I wish I'd kept my savegame
This has happened to me before as well. There was one game I quit because it kept happening. It hasn't happened in my last 5 games, though.
- In the Event List, when it tells you there are enemies in your territory, show the small portraits of each army that's in your territory with it. That makes it easier to see what's in your territory without clicking through it every turn. When one is added, make the ring around the portrait pulse glow. - When there are new enemies in your territory (enemies that weren't in your territory last turn), make the notification in the Event List pulse glow, or somet
If not complete unit arrangements before combat, you could just have 3 rows of troops for arrangements. You would just assign each unit to a row. Units wielding ranged weapons would default to row 3, but you could change it if you wanted. It wouldn't matter much to me how rows 1 and 2 were arranged by default as long as I could change it manually. It's certainly not a deal-breaker for me. I'd have preordered the expansion already if I could.
@ willie sanderson: Most (if not all at this point) web browsers have a zoom feature. You can either find it in the UI, or you can usually just hold Ctrl and use your mouse wheel to zoom in and out (or + and - on the numpad). This will allow you to not only read your own posts, but those of others as well. I mad
Frogboy said in another thread that he's fixing the webbing of archers. He didn't say he was doing beguiling because he was responding to my post and I didn't think to include beguiling, but he might be doing that as well.
I wonder how many of the AI issues are perception problems. It seems like, the lower the difficulty setting, the dumber the mistakes the AI makes. I know it's programmed that way, but when people are playing on the lower difficulties, they'll pretty much just see it as a dumb and flawed AI. For instance, I just started my first game on Ridiculous difficulty last night, and I noticed that the AI was going after my lower health units after they moved away, rat
Just going by some of the listed changes, I'd imagine you wouldn't be able to salvage much from any mods for FE vanilla.
My biggest problem with the Magic Victory is how quickly it can be achieved. It's not even end-game tech. The game could've just started to get interesting and then BAM! Spell of Making. Game's over. It's supposed to be the equivalent of a tech victory, like the spaceship in Civ, but the space victory in Civ was a lot more involved. You had to get multiple techs, spend a bunch of time building a ship, and then the ship had to land before som
I would think that the simpler factions would win the most, with the AI unable to properly utilize the more complex, magic-based factions.
I don't care about the shadows. I'm just going to turn them off so my GPU runs cooler. I know I'm probably in the minority on this, though.
The most noticeable difference is that in the 2nd screenshot, some people are about to get eaten by a dragon. I also noticed that the trees conform to the square tiles better, which looks odd, but makes it easier to tell which tiles are forest tiles (in the first shot, there's some questionable tiles). First shot has hills, second does not. First shot does not have mountains, second shot does (I think there actually are mountains in the first shot, so this may
I marked out some of the items that seem to be addressed in the expansion. I also added a new item that I'm kinda surprised I didn't already have on there. - New 2/5: Extend the action bar. Add more action buttons.
Will we be able to choose our own arrangements for units going into tactical combat? Or am I still going to have archers appearing in front of melee guys, and high-initiative meleers getting stuck behind low-initiative guys? On an unrelated note, I REALLY like the change to champion advancement. Not only can you see what traits something will unlock, but luck's no longer a factor in what traits you can get. I think this will actually make magic much more viable s
Can we get in the beta if we didn't have WoM? Perhaps as part of preordering it? You know, for us existing FE players.
I just got XMLSpy, and I've been data mining the XML files to update the Fallen Enchantress Wiki that I found a few days ago (I don't know who started it, but it lets me edit it, so I've been slowly going at it). That said, it's occurred to me that I can now mod the game, so I wanted to mod the Hiergamenon articles to be a little more informative. But I can't find it. Where does the Hiergamenon pull its information from?