One possible fix would be to give fireball a casting time. In essence the enemy would see the great big ball of fire coming towards them and have a possibility to spread out a bit before it hits. Might make it more interesting too: do I spread out my units or try to maintain formation with some?
Vallu751
Agreed with StevenAus. This would also work a small bit towards the problem that fallen heroes in combats that you win get xp and no ill effects.
Same here with the compass. First turn after getting the item, the movement remains at normal. Sometimes it actually shows 2/3 movement at the beginning of the turn in such a case. It can also be reproduced by simply moving an army out of a city, that will result in the lower maximum movement as well.
Cruxador's advice is sound. For some reason the FE purchase page wants me to pay for the game, but the Stardock download site correctly gives me access to the beta.
I hadn't actually noticed the tactical combat, it's great if there's already the actual numbers. Thanks for pointing that out! The train window and strategic map unit card and other places would be better with the 3x6 format too, IMHO.
I agree with getting an injury for falling. Don't really like the idea of a delay in turns. Forced delays can make a game crawl and become boring. Ever played a boardgame with a 'stay put for X rounds' effect? Not cool.
Really? All I see is 25 for my unit of three spearmen. The tooltip shows the whole calculation though. Although the tooltip doesn't mention that the 7.5 are the ones being used for combat, not the end result 25.
Unless something has changed, a unit with 5 figures and attack 25 actually does 5 strikes with 5 attack each. Defense gets substracted from each attack, making an attack 25 champion very different from a 25 attack 5 figure unit. Please modify the UI slightly to convey this information to the player. Having 5x5 attack seems more informative than 25.
Agree with OP.
Regular unit hit points increase a lot for each level. I've got regular 3 man human units (constitution 11) with 19 hit points on the first level and 39 on third. I don't know how far levels go, but for regular units this seems like a lot, perhaps too much?
Hit end turn. Can't think of anything special that I did that turn. zip file: http://dl.dropbox.com/u/1973072/FallenEnchantress0_75-2012-01-21T23-03-24-902.zip debug.err: http://dl.dropbox.com/u/1973072/debug.err
Scrollbars in FE are pretty small and have some quirks in behavior. I believe a few changes would help a bit. Right now if you grab a scrollbar and scroll down, if you stray away from the bar area, the scrolling stops. If you move back to the bar area, the scrolling won't resume. Except on mouseDown event, which will snap the scrollbar to the area you currently point to. It would be nice if the scrollbar didn't require such exact precision: scrolling up/down would work
Good comparison with MoO 1 and 2. The sliders are why I feel MoO 1 was a better game. And they are a big part of why I enjoy Sword of the Stars.
Yeah, I hope it's just a temporary beta thing before Frogboy gets the AI to handle monsters better.
I think I even saw a monster stack peacefully coexist on the same space an enemy sovereign. I don't mind the AI having some help against monsters, but I don't think it's fun to allow them to pick treasures surrounded by monsters whose purpose is supposed to be guarding those treasures.
From what I see in my games, the monsters seem to be ignoring enemy sovereigns.. Not sure of their other armies. I actually believe I just saw twenty minutes ago an enemy sovereign occupying the same tile as a monster stack. The monsters were invisible beneath the sov. Hitting end of turn saw the monsters move out from the tile.
I built a clay quarry at an outpost. The tile now shows no contents on the 3D map. Clicking on it shows a clay quarry as being selected on the lower left of the screen. There are no effects listed there, just the name. Cloth map shows the quarry on it.
I wonder if this is intentional? There was some talk a while back about having the camera snap back to a default angle after rotating. I thought there was going to be a menu option for it, but haven't checked.
Hey! You're from Finland too? Go to bed already, it's really late here ;-)
Option to invert mouse-look horizontal and vertical.
[quote who="Sir_Linque" reply="1" id="3058754"]My game crashed Windows-style (Elemental: FE has stopped working message and forced close). I couldn't find the zip file anywhere in ...\Documents\My Games\FallenEnchantress I did find the debug.err file there, though, so I sent it in the Fallen Enchantress report.[/quote] The zip file isn't there. It's in \programdata\stardock\elemental – fallen enchantress.
Pretty much agree with what Sir_Linque posted. The polish really shows, the UI is a lot more responsive in general and all sorts of minor improvements really shine. We'll hopefully get some more UI improvements in the upcoming weeks/months, there are lots of little things that can be done to improve enjoyment. But I have to say I loved trying the beta! I never, ever had that feeling with WoM. Plus I really like the feel of the new economic system so far. Grain -> food,
Hi I've got my Windows 7 (64 bit) taskbar locked on the left edge of the screen, not the bottom as is default. Probably because of this, my taskbar is always visible while playing the game and the graphics appear to be pushed off-screen to the right by the same amount of pixels the taskbar is taking. This is a tremendous improvement over WoM, though. There the left edge taskbar caused the mouse cursor to be stuck on the left edge of the screen :-)
Yes, it took me quite a while to find out how to scroll too. Edge scrolling would be good. Also the invert option for the camera mouse-look. I always end up mixing up right and left.
I'll let you know if your pony is in!