I have a commander with road building ability. I'm sitting in my own territory, and I press the "road" button. Next turn, no road has been built. So what is the method of making this happen?
Don Bemont
I was surprised to be told that there was no space for my first building for this city. I see one taken up by the fire shard and one by the wargs. What's wrong with the one on the top left? Bug? Or my misunderstanding?
When I capture little spammed cities, I would prefer to demolish them, so as to avoid the unrest hit across my kingdom. However, it doesn't seem to work. Is this a bug or a rule? (And if it is a rule, it really should be more clear from the interface why it is not allowed.)
True, although my goal had been more to make particular locations more unique. Especially when you play a large map and have a lot of cities, they can come to seem pretty generic. And if you lose one, hey, now I have 14 cities instead of 15, no biggie. But any time that city has something unique, it makes that location matter.
Seeing how the Apiary now relieves unrest across your Kingdom, it occurred to me that the game could really benefit from even more unusual resources, as a way to make particular areas of the map matter. Some could benefit the entire kingdom, some the one city, and some could benefit the city only if it were of the right type (conclave, etc.). Furthermore, some could be revealed only by circumstances (the old technological prerequisite, but also maybe as the reward for a quest, a m
Seems like enemy colors are unnecessarily similar. In my current game, three opponents are shades of purple.
Just goes to show different tastes. I would hold Civ5 up as an example of a game that soon becomes boring because you always draw the same hand. What fun is exploration when you know exactly what you are going to find? I want my games to play out differently each time.
"on the unit panel, a precise value of the remaining move (e.g road cost), like in the tooltip at least 1.25 and not 1 or 2. Better if shown directly as a floating point value..." Yes, this would be very helpful!
I've played quite a bit, but used earth magic very little. How useful are people finding terraforming? It appears way less useful than any of the other magics, but maybe I am missing something.
I am noticing some weirdness when designing my own units. One turn, I will be able to add and delete traits (Constitution, Fury, Shieldwall for Henchmen, etc.). Next turn, the options are grayed out and no additions or deletions are allowed. I'm assuming this is a bug?
"I just wish they could also demolish roads." Seems realistic. I know some real life governors who are good at wrecking stuff.
I have to second this. It is an enormous, extremely important roll of luck whether a group of cities established mid-game hooks easily to your other group of cities, or whether it connects to some opponent city in a whole different direction.
"A couple of points to keep in mind. First, on levels below Normal, monsters will not attack any cities. Also, on high difficulty levels, the monster AI's behavior will tend to give AI players a pass in favor of attacking the human player's units, cities, and outposts." Yes, and although I have read other posters' complaints, I have no problem with that. My comment is only directed at the two separate difficulty controls (AI opponents and creatures of the
The manual makes it sound as if "Difficulty" under "World Options" on the first setup screen only controls the creatures of the world, not your AI opponents. The next page screen's "Typical Intelligence of Opponents" sets your AI opponents. However, in-game, the mouseover on the first page is ambiguous... "The AI gets no bonuses but is not using its best algorithms." This implies that it is the AI opponents that are being adjusted, not the creatures of the world.
Back to the original point :) Maybe it should make a difference who attacks. If I plan my attack, I should be able to send whoever I want in front. But if I am attacked, maybe it is a surprise and the enemy really does knock off a pioneer or other weak unit before I can get things set up the way I want.
I kind of like the idea. One of the strengths of Fallen Enchantress, as I see it, is the wide variety of circumstances that greet the player each time around. Starting locations really vary incredibly, unlike, say Civ V. Available goodie huts and quest locations provide wildly dissimilar benefits. Starting a new game is not just the same damn thing all over again. I really like this. But the dark side to this is that quite a few games become blowouts ra
Thanks. I never saw the impact of level in print anywhere, but I think that explains a lot.
I cannot figure out the rate of healing for champions and other units. Seems I am always being surprised -- both positively and negatively -- by the speed with which this occurs. Are their predictable factors involved, or is there an element of randomness?
Seems to me the varied quality of heroes is a good thing. Your location, your early equipment pickups, location of nearest rival, etc. -- all these things should be widely varied, not homogenized so every game plays out pretty much the same way.
Age 59 Never played tabletop D&D, but have played a huge number of computer RPGs (starting with Crusaders of the Dark Savant) and turn based strategy games set in fantasy worlds (Master of Magic, Shadow Magic, Fall from Heaven, etc.)
Maybe this is a design decision and maybe I am missing something: I meet a new kind of monster I am not familiar with, and the mouseover shows the name of the monster, hit points, attack, and defense. But other key attributes are in icon form, so unless I memorize icons, I do not know important things about the monster's abilities. Is this really intended? (I'm a text guy -- avoid icons everywhere)
How does this differ from +5 defense? Does this mean that, if my army attacks another army, the particular unit does not get the bonus for the entire battle?
Enjoying this very much but two things: 1) On the tactical map, I find that enemies end up off the edge of the map, and there is no obvious way to scroll the map to get to them. The usual scrolling works fine on the strategic map. 2) Try as I might, I cannot get used to the methods of letting me know that construction is complete and the queue is empty. Neither the sound nor the graphic is very attention grabbing.
The new 9 tile limit combined with a tendency to start competitors too close together means that, by turn 2, the original starting location is no longer a legal site for a city! I doubt this is as intended. (This was a medium map, default number of players)