sweatyboatman

sweatyboatman

Joined Member # 2565212
1 Posts 95 Replies 16,368 Reputation

[quote who="DsRaider" reply="3" id="3347700"]Also the system is far from weird. Many RPGs use a similar system for warrior heroes as a substitute for mana, for all the reasons listed above. Guild Wars is one example.[/quote] What's weird about it is that adrenaline is shared amongst the army. That's pretty counter-intuitive to my mind. I wouldn't expect that using shield bash would disable my other units abilities. It's also pretty easy to game. You h

7 Replies 12,357 Views

I have dual monitors as well. I like that the mouse can escape to my other desktop without alt-tabbing. I left-click and drag to scroll around the mouse. So for me, it's a feature. But it should be an option.

2 Replies 4,220 Views

[quote who="Alstein" reply="5" id="3347244"]Champions you have more attachment towards, so having more details is necessary, plus with champions, there are a host of other issues that have popped up from removing encumbrance that are unfun or quests will need to be reworked.[/quote] I don't understand this. Are you seriously playing the game and going "Man, I wish I had encumbrance to make it so I couldn't carry this shield I found unless I take off my boots!" Beca

18 Replies 62,853 Views

In my opinion, this is a bad idea. You're trying to address the "whoever moves first wins" problem (which is only a problem if you already have an overwhelming force at your disposal). There's no need for a new mechanic in the game, especially something so weird, when all that is required is balance. Weapon damage needs a nerf, HP needs a buff (especially champs). If you did that charge/cleave wouldn't wipe out the entire opposition and would leave your u

7 Replies 12,357 Views

[quote who="Alstein" reply="30" id="3346795"]The xp system right now is another of my big concerns, I think it's causing a "degenerative" impact- making the unfun thing that optimal option, which is to have all your XP on your sovereign or one champion, and sticking your other champs in one city to get Adventurer's Guild benefits. I think there are a number of solutions here: The issue here is how to incentivize building multiple champs up, without causing the hero stack of doom.[/quo

40 Replies 58,588 Views

some of the low level treasure finds have become useless junk unlike before? From time immemorial, this game has always had a lot of useless junk. [quote who="GFireflyE" reply="7" id="3346526"]Without encumrance, why pick stuff other than the best available?[/quote] Equipping your heroes with the best equipment available? We don't want the player to do that! Next you'll be suggesting that they use the most powerful spells and make the

40 Replies 58,588 Views

If you want to be able to expand without interference from the AI until the late game, play a 1v1 game on a medium (or larger) map . That should give you plenty of opportunity to build up and explore without ever even meeting the AI.

63 Replies 142,263 Views

Will the AI understand how to do this? Very good idea! [e digicons]k1[/e] I don't suppose there's any way to mod in a global notification when a faction starts building the precursor?

7 Replies 10,188 Views

[quote who="WaitingOnTheGame" reply="15" id="3346332"]If I can recall, Wardell said that at one point this game was SUPPOSED TO HAVE REAL TIME COMBAT[/quote] Shenanigans! [quote who="WaitingOnTheGame" reply="17" id="3346367"]To cap it off; they also employ the man who -just for kicks and giggles(and to mess with us no doubt)- single handedly(in uncrompromisingly bad ass fashion) ruined one of the greatest franchises in all of PC gaming[/quote] You sir, are an excellent

31 Replies 125,319 Views

The answer to why no boats is simple :the AI cannot handle it. Considering the difficulty the AI has with the land based game, and the sheer annoyance of boats in rats I am happy to skip that particular feature. I think the maps could use a warp stone feature which will transport units that entire the tile elsewhere on the map. I doubt the AI would understand that unless stardock included it in the base game, but that would make choke points a little less overwhelming.

21 Replies 93,814 Views

It's really a question of balance. Heroes level too slowly. Units do too much damage and everyone needs a hp boost. There are too many traits and leveling is a slog. Many of the meatier skills are hidden behind meaningless ones. So not only do you have to struggle to level, the reward for leveling is frankly pathetic. If I were in charge I would change leveling so that it's a rare and wonderful effect. A champ or sov at level 10 would be uber powerful

38 Replies 101,715 Views

To my mind there are two issues at play that could, without changing the underlying game, make late game more interesting. First and most straightforward the AI just isn't consistently good at the game. It doesn't take goody huts. It doesn't farm spawn points. It doesn't field armies worth a damn. It doesn't pick attributes with any purpose. And it doesn't use its most powerful spells .There'ss a rat's nest of interconnected issues a

20 Replies 74,557 Views

[quote who="Lord Xia" reply="22" id="3343872"] Actually, I think the monsters probably hurt the reception of Fallen Enchantress. For a new player, the danger of the monsters destroying cities is very real and makes those players feel powerless to do anything about it. This is lost on us that know the game and understand it better, but the roaming powerful monsters can feel random and undefeatable, which provokes the worst thing a strategy game can have, a feeling of unfairne

33 Replies 34,200 Views

[quote who="Istari" reply="10" id="3343873"] couldif could you post more info? What then are you doing this? How large a map? How many players?[/quote] there have been a few threads on the issue with Charge being OP (search for "Charge"). If you have 3+ units of horse with spears and charge (and high accuracy for surety), you can pretty much wipe out your opponent's front line in the first turn before they have a chance to respond. The spears make them immune to

14 Replies 68,073 Views

Ugh, I tried to find it. But it's buried pages down in some pre-FE-release thread. I remember it because I was on that thread saying "The monsters treat everyone the same" and then Frogboy came on and said, "On higher difficulties the monsters do not attack the AI." Which I was like "Huh"? Edit, again, no... that wasn't it. That was the post where Frogboy had convinced me that the monsters treat everyone the same.

22 Replies 35,936 Views

[quote who="jshores" reply="6" id="3343503"]Are you sure that is how the AI cheats work? I don't think the difficulty level toggles whether or not the monsters attack the AI players. I think your analysis and your suggestion may be incorrect.[/quote] Are you sure? I think your analysis of my analysis may be incorrect. [e digicons]:moo:[/e] I'm pretty confident that Frogboy has stated on these forums that at the higher difficulties the monsters do not attack the

22 Replies 35,936 Views

It's insanely stupidly easy to fix this problem and a host of other UI issues: The player should be able to close the level up dialog without picking a trait. Come back later and pick the trait you want. Same with city level ups. Same with picking champions. There's absolutely no reason to do these dialogs the way Stardock insists on doing it. It feels like I have been saying this forever, and I know it's never going to happen. Stardock is in

23 Replies 20,645 Views