Das123

Das123

Joined Last seen Member # 665472
160 Posts 819 Replies 22,872 Reputation

Cities, especially now in Beta 4, should never be left idle in the first 100 turns or so. There has to be a prompt when cities go idle and it shouldn't go away until you explicitly select an 'idle' option for the city. Oh, and by prompt, I mean an obtrusive pop-up every turn.

32 Replies 12,712 Views

[quote who="starkers" reply="63" id="3210953"] Quoting ZehDon, reply 43Just watched the first three episodes, and I must say that this is easily the best show on the box right now. So what station in Australia did you watch those on? After seeing a couple of previews on the net I've been wanting to see this show on OZ TV, but as yet I've not even seen it advertised, much less aired.[/quote] It was on Austar (Showcase Channel I think). They fin

103 Replies 450,498 Views

A couple of years ago I made an in-depth report card for WoM (it scored 42%) and I thought it would be interesting to compare things against Fallen Enchantress. The game has so many layers that need consideration and all need to be taken into account when evaluating FE. How do you rate the game so far? Version 0.95 Game World (77/90)

7 Replies 3,578 Views

[quote who="BlackRainZ" reply="11" id="3207531"]I do not want manual placement to be taken out. It is not an exploit. If you think it is DON'T USE IT. It really is that simple, but I have no problem with them fixing auto placement to make it better and leaving manual placement.[/quote] I'm not sure why people keep using the 'just don't use it then' as a valid argument. I'm not having a go at you but something either works as designed or it doesn't. Simple a

23 Replies 8,147 Views

The game really suffers from the terribly slow pacing at the start of the game. Even Frogboy in his video skips the first 70 turns or so (70 turns is a substantial amount of turns in a strategy game!). It is a real problem if you are starting a game with little to no strategic choice until you are a long way into it. Often games drag at the end when the result is inevitable - but this should never happen at the start! I find that I get into such a mind-set of 'move my one stack -

14 Replies 5,567 Views

I agree that allowing manual placement is too much of an exploit but also think the auto-placement is too much like a lucky dip. Here's my solution: If all placable tiles (each map square has the 2x2 tiles allowance) within a city are full, the system allows manual placement into another square. The new building takes 1 of the 4 tile spots in the new square so another three buildings are auto-placed before the next tile can be manually allocated. That way you can s

23 Replies 8,147 Views

What sort of back-up are you looking for? Cloud? Local? I back-up incrementally every day to a removable HD using Backup4All ( http://www.backup4all.com/ ). I've used it for years and really like it. It stores the files in ZIP format - so I don't absolutely need to use Backup4All to open the archives if that ever becomes a problem. It keeps a register of files so I can restore any iteration very easily. Mine is set-up to back-up e

32 Replies 147,621 Views

It's now officially annoying me. As I scroll down and get to the ad I assume it is the end of the thread. If it was placed at the bottom of the thread it would be acceptable but not 3 or 4 posts in. I've added the relevant classes now to my AdBlocker.

36 Replies 140,815 Views

I really dislike having ads in amongst the flow of threads. Would be much better if placed to the side. So many companies have started doing this on forums now and it just feels wrong. To the side you know that it is just an ad. In the middle and it ads confusion. If the goal is to trick people into clicking on the ads and to promote products ahead of keeping the communication flowing then by all means, keep them there. But if the purpose of the forum is to communicate about thread topi

36 Replies 140,815 Views

I've never really seen the benefits of having the variable numbers of parties in the game. All it does is make the game more difficult to balance.

11 Replies 8,235 Views

I'm loving Warlock. :) Different to FE and is much simpler to get your head around. I've just started doing a Let's Play series on it on YouTube if anyone wants to get a feel for it before buying - but as Heavenfall mentioned, for $20 it is a must-buy.

34 Replies 115,823 Views

Hi guys, This game is getting better and better but there are a number of UI annoyances that drive me crazy with the game - even to the point of quitting at times. At the top of the list is the non-ability to position troops when entering a tactical battle. This is so damned annoying! Is there a way to have glaring issues such as this addressed before proceeding to the city management beta? Thanks. :)

4 Replies 3,152 Views

I know what you mean about the war of attrition but the game really sprung to life for me when I started to manage the damage types versus the resistance types for units. It meant that elite units could be built for a very specific task depending on who you were up against. For example, let's say you're playing undead and you're attacking a human player. You have a number of vampire units and they are owning the battlefield. But then you come across an undead player and suddenly t

153 Replies 677,508 Views

Lol. Reminds me of when my kids were little and I'd promise to tell them a story when they got into bed. Became a bit of a in-joke. Here it is in its entirety: 'Once upon a time there was the shortest story ever told. The end.'

4 Replies 3,662 Views

At its core it is just a very very simple 'classic' wargame using rock-paper-scissors mechanics for the damage and resistance types played on a random map. Imagine replacing the map with a flat hex-based map and the units with nato-style counters (Halberdiers become Heavy Infantry etc) and you'll see what I mean. And I'm freakin' loving it!!! Can't stop playing it. Definitely one of the best TBS I've played. Agree the AI is too weak - even on impossible.

153 Replies 677,508 Views

I think this suggested mechanic is absolutely essential to keep the game strategic. Armies using their own 'inner lines' always move faster than moving through enemy territory. But TBH I really don't care if there is a historic precedence or not - the game mechanic of zipping through enemy territory using their infrastructure is flawed. Recently Warlock was released and it has a great way of handling this. If you develop a hex it acts as a road for the controller of the te

38 Replies 128,137 Views

Good post. Experienced many of these too. In particular I think roads in enemy territory should not be usable. It is really frustrating not seeing an attack coming and as the OP says, roads definitely work against you more than they do for you.

5 Replies 2,651 Views

[quote who="joasoze" reply="5" id="3153053"]Can we accept suggestions from a man who sets taxes to zero and complains about his negative income [/quote] Ouch! Now that's nasty! Lol :D

6 Replies 2,967 Views

I feel it is over-powered if you have a hand-full of life shards. It wouldn't be such a problem if the AI could evaluate whether to target the spell-caster with heal ability over ranged units. I also started a separate thread with the idea of decrementing the shard count to progressively weaken the power of these sort of spells.

7 Replies 3,076 Views

I mentioned this is my Let's Play video thread but thought it probably should have its own thread. The more I think about it the more I think it will help the game. The problem The problem is two-fold. Players want powerful and interesting spells yet as you hit the mid game if you have a lot of one type of elemental shard your spells can become over-powered. It basically means that to balance the game you need to wea

6 Replies 2,967 Views

I agree that the start game is the weakest aspect now of FE and that something needs to be done to fix the game during the fist 30 to 50 turns. Feels like starting in the stone-age and then progressing up. I would much prefer starting in an era close to where the game finishes. I'm liking each beta more and more. It is now a replayable game where-as WoM was a play once game because then you knew exactly what to do next time. It seems to me that many players approach FE as typical

44 Replies 39,854 Views