1. Keep captured city unrest mechanic. 2. Nerf troop level-ups dramatically. 3. Keep dividing XP by number of heroes in stack. 4. Give defence bonus for troops defending foundation cities but not captured cities. 5. Add one more defence militia to cities. This would largely stop stack-of-doom unbalance and would allow AI to better protect their areas.
Das123
Here are various items jotted down while playing the latest Beta... * [Suggestion] Random Sovereign Selection . It would be great to have the ability to choose Random as a sovereign selection at start-up. Perhaps the first sovereign could simply be a question-mark. Clicking this then picks from the sovereign list randomly. * [UI] Randomise opponents better and then reset after g
I agree with this assessment of the game pacing too. Great game for the most part but drags at either end. Also finding I'm still just using a single 'Stack of Doom' to do all the work with a handful of other units protecting the cities.
I also think this is working as designed, but I'm finding this frustrating if wandering monsters are the ones capturing and destroying the city. Would prefer a cool-down effect where after destruction all tiles are changed to 1 grain, 1 production. Then every 20 turns or so another grain or production is activated until eventually it is where it was.
Downloading now. Thanks Stardock. :)
Episode 6: [video]http://youtu.be/H3iMixx8u7M[/video] Beta testing feedback: If more than one army positioned on a tile there should be some sort of indication. (Noticed there is an icon above it now) Clicking on stacks only cycles between the top two stacks instead of cycling through all stacks. Levelling hit-point increases seem overpowered. Hero summary to see encumbrance etc when levelling up would be helpful. Typo in
3. More than 2 stacks sharing a tile you can only select the first two stacks (each click swaps stacks 1 and 2 rather than moving stack 1 to the back of the pile. Yould be good to have a same-tile management UI (merging, viewing etc).
I for one am loving the trade-offs Stardock has made to keep the game easy to play yet more difficult to master. It is becoming a solid, engaging game that isn't complicated in its mechanics, yet still allowing players to really work out deep strategies. The changes to tactical battles are a great example where weapon type vs armour adds a strategic depth to a very simple mechanic. And if losing a couple of races means we can get more customisation in the remaining races then I'm all
Here's episode 5. :) [video]http://youtu.be/O5BwvJCaLIY[/video] Feedback: After reload, tiles in fog of war don't show but mouse-over says they are there. Hitpoints seem a little overpowered for troops as they level up. Good to see penalties and buffs incurred during tactical battles (Poison etc) on the unit card. No idea how Fear works. Doesn't seem to do anything. Faction Power isn't a good representation
The choice was healing or hitting. Markin does more damage that heal so the decision went with him keeping on striking. Anyhow, here's episode 4... [video]http://youtu.be/dDu35f39UP4[/video] Feedback from this episode: AI spammed same diplomatic message after a couple of turns. Modest Inn tile didn't show on map.
[video]http://youtu.be/YPVyyEzKass[/video] Feedback on Episode 3: Pacing is a big issue at start of game Faction power looks overpowered. At one point I had about 10% of the faction power Kraxis did. Some tiles don't display on map until triggered by moving onto them (ogres lair). Quest locations trigger when moving over them rather than when stopping on them. Cities should help with unit maintenance costs. And units inside ci
I enjoyed both reading the Game of Thrones series of books and watching the TV series enormously. The last two books weren't as good as the first few but still enjoyable. I've been trying to find a similar series to pick up but nothing comes close so far. I tried reading the Malazan Book of the Fallen series but didn't enjoy it much at all. Too unbelievable. The thing I really liked in Game of Thrones was how beliefs and superstition are handled - that is, it doesn't n
Does anyone know if this is save-game compatible?
[quote who="Frogboy" reply="6" id="3133825"]I'm fortunate enough to have a movie theater here in my house. And my kids love to watch your Let's play series in teh theater.[/quote] Lol :D I'll put in a special 'hello' to them. I'm a few episodes ahead with recording so I'll put that in episode 5. :) Really enjoying where you are taking the game, btw. It is going to be awesomely good.
[video]http://youtu.be/l6NDBD0wgsc[/video] Feedback on episode 2: Click on quest 'button' on left of screen HUD should take you to the quest location(s). Clicks scroll you through each if there are more than one. Show movement remaining for current turn for stacks in left HUD bar. Tactical battle health bar above units should update after the strike animation instead of before. As it stands you start looking at the bar for the results rather
Critical beta feedback from this first episode is quite minimal. The screen focus should remain with what the pop-ups are discussing than scroll the focus to the next stack that can move. The map should scroll once the player is finished managing the message in the pop-up. Enjoying the game very much. :)
Seanw3 has also posted a video about Beta 3... https://forums.elementalgame.com/422541 Seanw3 goes into a lot of detail about the new mechanics and has a better understanding than me of how things work so recommend you check that one out. :)
Got another 'Let's Play' series under-way for Beta 3. The Playlist will be here... Fallen Enchantress Beta 3 and the first video is here... [video]http://youtu.be/rgLaLVrzrFs[/video] Hope you enjoy it. :) Episode 2 is uploading now but may be an hour or two away.
[quote who="onomastikon" reply="12" id="3131014"] Because RTS has never really been my cup of tea (much more a TBS kind of person), I have so far never purchased a Paradox product. This one, however, has caught my eye, and has been wondering if this might be worth the risk. I have downloaded the demo and so far been somewhat dumbfounded by the tutorials, which seem to hang a bit for me. While I like the idea that there are thousands of tiny little shiny things that may or may not have an
It looks like a good game but I disagree that they are similar. Warlock appears to have been simplified and streamlined to allow reasonably fast game-play and also to make it accessible for multiplayer. FE on the other-hand is much more customisable and immersive making it much more suited for single-player. I'm looking forward to the release of each game very much but I'm not expecting the same game experience at all. I believe Stardock is moving in the right directio
I made a Let's Play series geared toward new players (I'm one myself). There are a lot of good hints in the comments from experienced players. http://www.youtube.com/playlist?list=PL71983E0A94A47DA0
Very nice. :) Looking great.
Disappointed we won't get to play this this week. Happy you guys are making sure instead of rushing it out the door. All good. :)
I saw TotalBiscuit's video on Grimrock and bought the game. :) Ignore what I said in post number 32 please. :) Now you guys at Stardock had better get into gear. It's already nearly lunch time on the 12th here in Australia and I can't wait. :D
Really nice compilation of images and styles. FE is looking great and I'm also looking forward to Warlock. Agree with Magog about how great the sprites from AoW still look today. I finally think that with FE and Warlock around the corner I'll be able to put AoW away for good. AoW has been my favourite game since release. Conquest of Elysium 3 does use a lot of the same races and style as Dominions but I think the art would have been re-made. From memory Dominio