I have no mods installed or used. All factions were standard and my sovereign was standard. I have no idea how it happened.
RobC04
Thanks for the above comments and elaborating on the suggestions!
I created a pioneer in my capital and sent him to a resource location. When I settled there, the pioneer created a duplicate of my capital, complete with all of the improvements and build queue. I reloaded and tried a different location and it settled a duplicate of a city of another faction. I have the save game of just prior to settling the city, so I can email it to you if you give me the email address.
I ditto prior comments about the tactical movement radius being too hard to see sometimes. Also, there are times when the clicks register in the incorrect tile in tactical combat - I think this may only occur when zoomed out.
Two more ideas that I forgot. - Instead of spears damaging two units, let units with spears attack from 2 tiles away. That way they can stay behind other units and still attack. I think that would make more sense too instead of jamming their spear through two enemy units. That ability wouldn't need a cooldown period. - I think the enemy army / pre battle screens could be improved. It is very limiting to only be able to look at one unit at a time. It would be much more usef
I thought I would share some suggestions after spending many dozens of hours with the game. As a whole the game is pretty good, but here is a list of things I think would improve it. - The guard ability shouldn't end when it is the guarded unit's turn if they don't move from the guarded location. It makes the guard ability useless in some cases. The guarded unit should benefit from guard until it the guarding unit takes their turn again - at which point the unit can guard
I pretty much only play to win with any game. It is a compulsion. Probably why I haven't been able to get into Crusader Kings II.
I foolishly attacked a city that was more powerful than my army. I look the enemy down to 3 units and I only had 1 unit of archers left. The enemy kept approaching and then backing off from my archer - never getting close enough to attack. My archer killed two of its units and almost the 3rd before it finally decided to attack my archer and barely defeat me.
I have to say I am tired of the cooldown mechanic in games. I prefer the current mana-based tactical spell system to cooldowns. Spells take a certain amount of time to cast and the resources to do it. I guess I find it slightly odd to have a global resource used as the currency in a tactical battle (mana) from a logical standpoint, but not a mechanical standpoint. But then again, what is logical about mana? Maybe it can be directed and transported instantaneously.
A video is shown at the beginning of tactical combat with the elemental. This video is correct. After the video finishes if you press the Watch Video button it shows the Enemy Units video instead.
My game was also started with 1.02.
The AI in this battle seems to have a problem with something. My army is the units towards the left side, the AI on the right and center. The AI's units are holding their position while I repeatedly bomb them with fireballs. My melee units are holding position. I'm not sure why the AI decided it isn't a good idea to advance. Not sure why image doesn't display in post, click on it to view. <a href="https://docs.google.com/open?id=0B6qUqc3EP9Z4alY3bEV
I entered combat against a champion who granted a +4 dodge bonus to his army. When I killed the champion, I expected the other units in his army to lose the +4 dodge bonus, but they didn't. It makes sense that when someone that grants an army bonus goes down, the members of the army lose that bonus.
Good idea to tie spell of making duration to map size. Maybe give random chance per turn to discover to discover towers are being built. Increase those chances for factions that you have trade agreements with due to 'traveling merchants'. Player can decide to extinguish those agreements to reduce the chance of getting discovered, but they will take a relationship hit because of it.
Even though I haven't been manually placing city improvements (I do control all my settlers in Civ though) I have to agree with the folks that think we should be able to build a pier or logging camp once the city reaches the required tile. It just makes sense to me.
Thanks for the kind comments. I'm glad the review and suggestions can be of some use!
[quote who="Tuidjy" reply="5" id="3278546"] Quoting RobC04, reply 3As far as I know, the initiative only determines the order and frequency of the units' turns. I'm sure there are some members here who can tell you more definitively. There's at least one way in which initiative affects damage-per-hit. The "Finesse" trait gives you +3 to damage against enemies with lower initiative. Of course, initiative effects damage-per-enemy-turns, but I guess e
As far as I know, the initiative only determines the order and frequency of the units' turns. I'm sure there are some members here who can tell you more definitively.
Hi, Overall a very good game. I jotted down some suggestions I thought would help improve the game. - Update the manual to cover all game mechanics, such as economic treaties. Explain the factors involved in faction relationships. Explain damage calculation for attack and defense. - When creating a game let computer
I can't find it in the manual or the forum. Thanks
I wouldn't say they are Civ IV stacks of doom. In Civ IV the stacks were of unlimited size. I remember having dozens of troops in a single stack. What is the max in Fallen Enchantress, 8? I have won 2 out of 4 games using the spell of making. In the second game I had 1 stack of 3 units - hardly a big military. There was some distance on the map between me and any AI player so I just dashed for the spell after building up my economy some. Based on my current ex
I was in relative isolation this game, on challenging. I built up my infrastructure and founded 2 other cities. Once my economy was rolling I went for the tech with the spell of making. I built the buildings and cast the spell without anyone trying to stop me. I had a lot of money, so I rushed some of the towers and I had a ton of mana saved up. I had a total of 3 units so I was very weak. Is it intended that the player can make a spell of making run uncontested? My last victory was also the
Thanks for the replies!
The defense rating reduces the amount of damage taken from an attack, but it isn't a flat amount. For example, a 10 defense doesn't reduce the damage by 10 points. Nor do I think it is a 10% reduction. The manual states the reduction is related to the size of the attack value. Does anyone know the specifics of how defense reduces the damage taken and how it is affected by the attack number? Thanks