nitey

nitey

Joined Member # 681727
9 Posts 36 Replies 8,120 Reputation

Tasunke, In my experience, using a Fireball (a 3 turn casting time) is almost useless because 3 turns later, the enemy is not usually grouped together to make it cost effective and either you or the enemy is almost dead. Besides, the AI never uses spells that have a casting time, at least I have not seen it in my two .86 games. So this penalizes the AI more than it does the player. JMO.

12 Replies 9,444 Views

I love the new Mage units, but was never able to get a Priest unit. However, I have a couple of suggestions: Mage units - We should have 4 types, Fire Mage, Earth Mage, Air Mage and Water Mage. Each staff should have a offensive and defensive spell available. Fire: Flame Dart/Burning Blade Earth: (A single unit version of Temor)/Natures Cloak Air: (Gust - knocks a unit back or off their feet)/Evade Water: Slow/(Soote - +3 to spe

10 Replies 7,666 Views

Here is a suggestion that I think might be interesting to implement. When a city's production queue goes empty, please list any bonuses that the city gets for having a empty production queue in the Queue box. Often I feel the need to build something just to not lose the production, it would be valuable to see if doing nothing is better than building a building just because I can. Other suggestions for Empty production queue's rather than build

0 Replies 1,743 Views

I'm not sure why the Spell of Mastery is so hard in the game, but I think it's too complex in it's current form. Not only do you have to spend a great amount of research to get the spell but then you have to build 4! (maybe it's 5? I don't remember exactly) huge towers that take 40 to 100 turns in most cities and then control 1 of each shard as well as then spend 25 turns to win the game? That's just a bit over the top don't you think? I would think o

5 Replies 4,290 Views

Kudos to Brad. The tactical AI was much improved in version .86 of the beta. I felt that the AI did a much better job of challenging the player but there are some areas that I feel could make a difference on both sides of game. Some of these recomendations touch on unit design. When tactical battle is between the AI custom factions and the player, tactical battle fields need to be the largest tactical field that is currently used. In many of the battles, the two sides start out

12 Replies 9,444 Views

Frankly Froggy, as a famous man once said, 'That's mighty tall talk for a one-eyed fatman.' I'd be happy if your tactical AI would actually damage some of my troops after the 1st 100 turns let alone kill one of them. I think I've only lost 3-4 low level units in any of the tactical battles that I've fought so far, and you have a lot of catching up to do. Tactics; I haven't even BEGUN to use tactics in FE yet. Haven't needed much more than some very basi

91 Replies 205,829 Views

City spam can be controlled by more aggressive monsters. You don't need to change the pioneer dynamic to get that effect. Right now, monsters in lairs rarely wander and even wandering monsters don't attack an undefended city or outpost. Once you kick up the agressiveness of the monsters city spam will be reduced AND players will build units to garrison any new cities. However, I *do* think that all civs should start with a ranged weapon of some sort. Whether it's thr

6 Replies 10,018 Views

What is do is very similar DexCisco does. I usually have 1 city into well into the game, although I will build multiple outposts in order to harvest shards or gold/iron deposits. Occasionally I will build a 2nd city if I happen upon a good location. As Dex says, I often leave my cities and outposts undefended early in the game because monsters don't attack them. So outposts are just a cheap way of expanding your territory and claiming shards. Obviously, the counter to this i

30 Replies 108,083 Views

Also the Firestorm effect persists for longer than the turn it is cast. If you go to the enchantments window it is shown as still active but draws no mana. If you disSpell the effect, the effect lingers still for a couple of turns.

13 Replies 54,893 Views

This is a good synopsis of many of the issues that I have experienced as well. While I don't agree with several of the OP's suggestions, I can verify that I have hit almost every single one of the bugs he has identified in the game. Here is my general comments by section: Strategic Map - Basically the only comments I have here are that I don't mind the locked resources and Mountains don't bother me. We have spells that can lower a mountain range (if you hav

13 Replies 54,893 Views

I like the idea of upgradable outposts, not sure if I feel that the game needs a economic and a military version. I guess it might depend on how much it takes to add these features and whether the AI can be taught to use them effectively. However, I would like to see these improvements: Minimally The can be captured and used by your faction They allow troops stationed within to heal at a higher rate You can optionally upgrade them to a city with the

61 Replies 126,251 Views

I'll add to this list: Tactical Battles Would like to have a option to delay your attack I think there should be bonuses for flanking and attacking from the rear. A unit that is surrounded on three sides should also get a defensive reduction. Some terrian features should block line of site for ranged attack. On a couple of the tactical maps there was a tree line that I attempted to hide a injured hero behind - but it did not block any ranged atta

1 Replies 1,920 Views

Brad (or Stardockians), What is the chances that you might add a Touch GUI option to FE? I purchased a Win7 tablet for development using the SDK for Windows 8 (I've also put the Windows 8 Developer Preview on it) and just for kicks recently I went ahead and downloaded and installed WoM on it. The game works fine on the tablet and some aspects do seem to be touch enabled (pinch and zoom work for the map), however, most of the buttons are far to

2 Replies 9,190 Views

Brad, My only request (at this point) is that we are allowed to assign the AI from one of the in game races to a created race. For example, I'm thinking that I might like to play a game with all custom races (which I can do now in WoM), but I would rather be able to use the AI from the existing races rather than either getting a random assignment or a genaric one. I know you have mentioned in the past that you intend on putting as much behavior as you can in XML files and ma

79 Replies 170,635 Views

[quote who="Alstein" reply="21" id="2994775"]That said, maybe split queues should be limited to major cities, or a benefit of a lvl 3 city? Unsure if that's doable though[/quote] I like this idea. This might cause players to build (and manage) a smaller number of cities by giving them a reason to grow the ones that they have. Level 1 and 2 cities can only concentrate population on one thing at a time, while a level 3 city and above gets a split queue. Or perhaps the military queue

154 Replies 2,243,756 Views

"There are two types of champions in Fallen Enchantress, kingdom champions and empire champions." Derek, Maybe you would consider a 3rd class of Champion, or perhaps not a Champion per se, but the Specialist. Specialists are not hired, but might 'appear' when city conditions are right (percentage chance). This could not only further help to diversify the cities (only one Specialist per city allowed) but only larger cities (level 4 and above) would have a chance

49 Replies 131,475 Views

Okay, started a game last night with the 1.19 beta and I have the following suggestions/observations as it pertains to my early game strategy. I was playing on Challenging World with all 8 races also set to Challenging. My initial game strategy still works and I consider this an exploit that needs to be adjusted. My game strategy is 'the Rush'. What I basically do is found my city and spend most of my initial gold on armor and a boar spear. My first Tech research is Warfare an

254 Replies 119,228 Views

I've been reading a bit on how to control city spamming and an idea that might be worth considering is instead of allowing the player to just pick a spot and 'create' a city from a settler style unit, cities are instead 'cultivated' by having the player invest in certain things that allow for a city to form. From what I can remember from my history classes, few cities were actually formerly created by rulers. What usually happened was people found what they felt was basically a somewh

19 Replies 71,564 Views