I don't think it's fair to compare Twilight to FE- Twilight is a 2nd expansion. Comparing GalCiv II vanilla to FE might be better. Also, FE was amibitious, perhaps overambitious.
Alstein
I need to try this. I've pretty much been winning every game since 1.2 came out. I've suspected it's been a case of the rules favoring me more than the AI being weaker.
Some tactical suggestions a) AI should try to kill high-powered units , then heroes, then militia in priority as a general rule (with exceptions) b) archers should aim for unarmored targets, mages for armored targets c) A high def mage with thunderstrike should use thunderstrike as an area attack, especially if they have counterattacks.
It's a bug that apparently hasn't been fixed- it's not intentional design.
One real issue with AI is that you improve but the AI doesn't, and the AI often isn't allowed to adapt to your tendencies game-to-game. Also, the more complex the game, the harder it is to do AI right. FE is a harder game to do AI for than GalCiv. The Drengin aren't going to have their dreadnoughts cast Diamondskin.
[quote who="Frogboy" reply="72" id="3315159"]I don't think there'll be a Fallen Enchantress 2 per se. After all, it's actually called Elemental: Fallen Enchantress. Rather, the scenario I'm most comfortable with is starting with Fallen Enchantress and creating a new game. People have said nice things about Warlock without realizing that it's an evolution of Fantasy Wars / Elven Legacy. Fallen Enchantress and what we do next would ex
I don't want it, because I don't think it can work, and if it could , it would be at the cost of 2-3 features I"d want more. What I would like seeing is some random artifacts like broadswords that give bonuses beyond a normal broadsword, stuff like that. I suspect if you put it in, it would rapidly be unused by players due to being Overpowered.
I'd expect a FFH3 game to be very different from FE. I'd also like to see such a game, if it ever happened, look at some of the modmods of FFH2 and what they did right. There were plenty of major improvements from base FFH2 in a couple of them. I just don't want a MoM clone, as that idea's time has come and gone.
My vote was to expand on FE. FE has its own unique things that no other fantasy game does that could be expanded upon, there are things that could be added, and the gameplay isn't entirely there yet. My other choice would be to use the Elemental assets to make a Kohan-style RTS, but you've ruled that one out already. I really could see Elemental assets fitting well in that style of game.
I think the monster isn't seeing you, but randomly enters your tile which causes it anyways at random.
I see the point of corruption getting crippling, especially in large games. The 30 pop cost isn't a bad thing, it just adjusts the early - though I think the AI has trouble with it. What would be the optimal solution is to buff high-level cities, so that not building that 2nd town and getting your city to lvl 3 fast would have real value. There are ways to do this (increased production bonus, buildings that require a higher city lvl, bui
I agree with the following- the army size issue is big, because I think the game now is easier than 1.1 in some aspects, despite the AI being better, which I suspect is due to the rules changes, or me getting better at it. The Wild lands issue is a big one- as it stands now, the purpose of wild lands is just to make their border more dangerous, and as a bonus stage for when you've won the game.
I believe The +10 bonus cut it to 9 turns.
Double strike should check to hit. It's bugged.
The road looping thing, cities do need to connect to each other when cities are formed. I really think road building should be changed heavily in the expansion, but that's another topic. 0 The AI does seem to be stronger now, it's still beatable on fair setting for me, but it's a legitimate challenge, but I don't feel boxed into a particular playstyle to beat it. Sometimes units retreat in tactical battles w
Yes you can do this. I've put FE on 3 different comps of mine. If you have a Steamworks copy, you abide by Steam's rules, which allow it but you can't have two copies running at the same time on Steam.
[quote who="cparkin01" reply="137" id="3310510"] I'd like to see an expanded array of magic armour, weapons, wands & magic caster bonus staves. Also I'd like to see more high level items drop/find from battle with monsters/unaligned heroes/quests. So you can make a few heroes bad ass when they get to level 20+. Please forgive the Canadian spelling... Thanks.[/quote] I think that is planned as a DLC pack. <
2 champs isn't that bad. You kill more things safely/easily and gain the XP quickly without need of troops.
Sega is a good home, they've been pretty good on the PC front lately, and they do VF.
[quote who="Frogboy" reply="15" id="3311320"]Wow. I'm so on the other side of this. I so much want there to be more decision making. If I were emperor of FE, I'd have more sliders (not just taxes) and I've had city terrain matter a lot more. Probably a good thing I wasn't the designer. [/quote] I think there are things that can be improved. Road building should be an on/off toggle. Excess production should be
The problem is, this just delays the city spamming, it doesn't really solve the problem. Whatwas really needed is opportunity cost for not levelling up your cities.
Question- did the 1.19 frog AI get put into 1.2, or was it judged to be too slow, or did you find a medium? AI does seem nastier. Balance between the default factions seems to have been heavily changed by the new rules- think Irane is pretty weak now (unrest penalty hurts worse than before), Procinipee seems buffed, Yithril still always seems to be in the lead.
You get around the pioneer change by maxing growth out early. Sovereign's call becomes vital early game now, as does the tower. Procipinee is now massively buffed due to scrying pool guaranteeing an essence and the outposts.
2 grain isn't a loser, 2 grain+ garden= lvl 2 city. Then you can build pioneer. You can build up a garden (2 grain= 4 production or 2 essence) by turn 30. THe outposts would help but require tech that takes a few turns. THis change is a buff to Procinipee who ran replace 30 pop with 50 mana.
Had an idea for outposts. Make it where pioneers can construct outposts, but so can regular troops. Champs and Sovs can't. Time to build 20 turns/number of units constructing. Doesn't kill the unit. Makes regular troops a bit more valuable early game, as a militia can build outposts. Outposts do cost gold maintenance 2 gold+ 1 for every upgrade.