Same problem here. Looks like a DRM-type failure. Hopefully this will not be an issue with the "retail" game. I hate phone-home DRM; particularly in single-player only games!
wwwolf123
Sorry if this is posting in a weird color, there is something wrong with my forum interface, and I have a black background in this window. Derek: I'm pretty sure we are all thrilled with very powerful champions. They are, after all, the focus of the game. Fodder is important; fodder matters. Hordes of units should have value, but, I think they should have value to the champions. I've suggested el
Xia; I'm pretty sure the capability is in there one way or another. If it is difficult for SD to make it such that only one target can be hit at a time, it may be possible to cap the total damage done per non-"trample" blow to the maximum health of a single figure in each unit. *shrug*.
I wasn't exactly sure how to word the title, but by AOE, I mean the default by which damage accumulates against each figure in a unit, and rolls over to the next figure once a figure dies. I think the game would be well served by removing this functionality. If anyone remembers, that's exactly how MoM worked. On the flip side, units could have abilities (similar, but not to replace, the current overpower ability) to allow them to wipe out more than one figure pe
Really? You can burn *a lot* of mana in tactical battles. Like easily 200-300 per battle. And a 1/2 stack of heroes can have a battle every turn, or every other turn, without much difficult. I can easily burn through 600-900 mana clearing out one of the store areas with "epic" creatures. I am okay with the Channeler system in MOM, but I think that the current system makes it difficult to perma-nuke all the time. Many battles
Frogboy, Is it too ugly of a kludge to simply have the game quit and then relaunch in order to either load a game or start a new game within the game? Maybe a "load or start a new game" button that simply quits the game out entirely, and then relaunches it? Am I being naive? I agree with your view that neither of these functions is necessary, so why not implement it in a minimal way, and then move forward? [quote who="Frogboy" reply="54" i
Won't start, fails with the following message: C:\Program Files (x86)\Stardock Games\FallenEnchantress\FallenEnchantress.exe The application has failed to start because its side-by-side configuration is incorrect. Please see the application event log or use the command-line sxstrace.exe tool for more detail
Agree. I think that they should die more often, particularly if they are far from home. [quote who="ddd888" reply="7" id="3060329"] Quoting RavenX, reply 3When I remember back on my MoM memories I think about the work it took to get my heroes up to that OP level where they could solo everything on the map. There were literally spells that made weapons and items make your character untouchable. This was part of MoM's charm honestly. Heroes should be OP at a
Nah, you just aren't stacking them appropriately. Here are some of the talents you need: Path of the Magi Evoker (preferably several levels of it) Fire Archmage Anything with +Initiative. Anything that reduces the mana cost of combat magic. Use a staff or dagger that gives +initiative. Don't wear armor. Don't use a shield. Cast "Haste" as your first spell, if you've got it. Of course, cap eve
So.... I understand that I need grain for my cities. How do I find it? I don't see a UI button to show me the "resource" overlay that appears when you can use the settle button. That being said, the FE beta is awesome. Rare, infrequent crashes. Polished gameplay. Runs perfectly under Parallels Desktop on my Mac. This is what a beta should be. The gameplay is sublime, so far. Except I can't figure out where to find gr
This. WASD is the way to scroll for me :-) Much, much easier than edge scrolling. [quote who="SnuffSoul" reply="4" id="3058747"]I still wish we could use WASD to scroll the map. WASD 4 LIFE[/quote]
I'd point at the MoM sieges :) Destructible walls. Put in a destructible gate that can be attacked by anything. Make it so that the walls cannot be attacked by anything but a spells or a unit with the "siege" characteristic. This wall could go around a tactical map area, or just be in the middle, a-la Dominions. This wouldn't have to be a terribly sophisticated siege mechanic, just a way to make units in towns "safe" against normal fodder
Strange, I've determined that some abilities can easily be applied to items, and not others. For example, I was able to apply Blink to a Pack, but not unlock ranged attack. Also, Blink doesn't show up *except* in tactical combat.
Hi All, I've been thinking seriously about modding the items to grant special abilities. I think that this is probably one of the features that the game needs most in order for unit design, and tactical combat, to be more fun. Can anyone point me in the right direction? I've tried using some of the grant special abilities XML from the various CoreAbilities files, but it seems that these don't necessarily work on items, or at least with active abil
I have the same problems. AA off. It feels like my system doesn't have the graphics "power" to render cities. Frogboy, for reference, what kind of systems does Stardock use internally to play? How is performance? What are framerates viewing an average city, and a large city?
Hi All, Played from 12-4 am last night. The game is really good, I have to say, particularly on a strategic level. Here are some first impressions. I would love it if anyone has any ideas on how I can resolve the annoyances. The Good: 1. The strategic game is extremely solid. In terms of the "mid game", where most of the fun happens, the gradual escalation in random mob strength, combined with large and well garrisoned AI ci
Guys, Although I love Stardock, I have to remind you all that digital content distribution during launch day is almost *always* hit-or-miss, with an emphasis on "miss". Demigod was a disaster at launch. So was World of Warcraft. So was nearly every digitally distributed game over the last 3 years. This includes major titles released on Steam (Settlers 7, anyone?). It doesn't really matter if the launch was done by a very excellent publisher; these
[quote who="CreeDakota" reply="5" id="2695219"] The key to making unit design fun is tradeoffs and variety. [/quote] For sure! I think that when you are designing a unit, you should constantly be stuck with the feeling, "If only I could do this . . . . . ." If, at any point before the extreme end game, you feel, "My units are perfect! I will conqueror all the land!", then unit creation has become too generic.
I tried this yesterday. In fact, I tried it with a magic primary sovereign, and raised an army of peasants as fast as I could. Crap-rushes, commander rushes, and zergs are all effective in early-game elemental. Honestly? I think it is awesome. It is possible to build up a single uber-city, and defend, or you can build up multiple small cities, and hope that you can win the rush game. Forget balance; asymmetric games are MUCH
I like your wand :) How about a wand weapon that does ranged damage based on int, and a staff weapon that does melee damage based on int? Then, of course, you can have wand/staff weapons that use crystal AND shards, and do extra elemental damage to boot :) I think it would make sense to not only have Champions with some of these abilities. I would love to see a great deal of variation between expensive "uber" foot soldiers that you only deploy in small q
Hi all, I think one of the issues right now is that created units aren't terribly... exciting. One of the things that made MOM really awesome was the wide variation of unit abilities. I believe that attributing these abilities to the items in game will greatly increase the fun of unit design. Here are some abilities that should have a place in Elemental, and make the tactical game more fun. 1. Magic damage. Crystal (or shard) based weapons? Magic
I think Essence is now your "max" mana capacity.
[quote who="MTCason" reply="51" id="2500704"]What I loved best about the Planes was the fact that if I was the only one with cities on one or the other, I could cast the spell to shut off Planar travel, barricade the towers that otherwise gave access across the Planes with a nice stack of troops, and I had an entire Plane to bustle in all by myself. [/quote] 100% agree [e digicons]}:)[/e]
[quote who="Frogboy" reply="34" id="2471004"]Re planes. Planes were in those early games because of the memory limit. We don't have that memory limit. 640k is long gone. Bigger maps.[/quote] There was also an element of strategy 'a la' fog of war or sensors. If your opponent could "pop-out" of the other plane, then the opponent could make strikes deep within your territory, or even watch what you were doing. The plane-walker summons and enchantme
My vote for a currency name is Sovereign. I always like the sound of it. That being said, I'm a huge fan of different currency names for each faction. Might be really cool if the economic balance of the factions determined which currency was dominate; i.e. once more than 20% of the global economy was by a certain faction, the global currency would that faction's currency.