Had to armies in the same square. Moved one unit away from one and tried to merge the other army, which was just one unit, into the first. Game crashed to desktop.
DanielZKlein
(changed the name of the thread to reflect where it's going / distract y'all from the off-topic comparison game ;P) So there seems to be consensus! Players of different skill levels feel the same thing: the decisions they take don't feel impactful. Great, we've identified a problem, now maybe we can help the devs by thinking up ways to move the game design away from that problem. One of the first thing I'd attack is buildings in cities. There
[quote who="FrenziedFan" reply="12" id="3147334"] Quoting DanielZKlein, reply 4 More to the point: has anyone else felt this with Fallen Enchantress? Where your decisions either don't seem to be clearly laid out, don't seem to matter too much, or where feedback from taking decisions arrives very late? I feel like you have not taken the time to try to learn what different city stats do or possibly that you dont have the patience to wait for their
Hey guys, we're getting a little off topic here. I'm not saying Warlock is better than FE. I'm saying there's something to the CORE PLAY of Warlock where at every turn, every step I feel like I'm making an important decision and I can immediately see if that decision was smart or not. I brought it up simply because it throws FE in contrast. Yes, there are TONS of decisions in FE, but my problem is that they all seem very similar and the consequences of any single d
Yeah Kalin, that bothered me too, but let me try to be more specific: when I started playing Fallen Enchantress, there was a lot of potential/promise and so many "oh god there's so much stuff" moments. In a way, and I know this is going to sound stupid, in a way I wasn't really having fun playing FE, I was anticipating fun. Also Kalin, I'm not a huge fan of comparing games and I tried not to focus on that. The reason I brought up Warlock at all was because it made th
The why of fun is a pretty tough thing to nail down. It's very hard to say why you're having fun (or not). What is much easier, then, is to say whether or not you are having fun. And I'm not really having a lot of fun with FE right now. But I had to play the Warlock: Master of the Arcane demo to realize this. I had a lot of fun discovering what kind of game FE was at first. I was dazzled at every turn by the complexity of its systems and the amount of stuff there was to di
A wolf army spawned on a coastal tile, with only two of the models visible on land. My cursor changed into a combat cursor but I couldn't right-click them. I had just accepted a quest that asked me to get three wolf pelts, so maybe they were spawned by the quest?
But my latest savegame is called "please game just let me sleep". So yes. I'm super happy with my pre-order. The game's already great and I can't wait to see where Derek & co still take this. (I have a bunch of things I want to give feedback on, such as UI stuff--recombining armies, moving armies out of cities more easily, seeing how many seasons it takes an army to get somewhere--basic balancing stuff--Discipline and Brillia
Not sure if it's trying to report stuff back to a master server or what is going on, but when I play the game offline (by starting the game when I'm online and then going offline), lots of things hang forever. Battle resolution is one of them. The game will just sit there for a solid minute before allowing me to do anything else. If I go back online, everything's instantaneous again. Is there some workaround? (I am traveling and Internet is VERY expensive)
Problem: I sometimes accidentally remove a unit from an army without meaning to. I've found no reliable way to recombine the army that doesn't waste move commands. I would like to have some UI element that shows me which armies are currently present on this tile. Alternatively a popup like trade would work: recombine, that would cycle through armies and show their "inventories" of units.
Yep, strangely enough updating the drivers of my Quadro 1000M worked. Thanks!
Hi! I'm not using my on-board graphics for this, I'm using the NVIDIA Quadro: Name: NVIDIA Quadro 1000M I've doublechecked that the game starts with that graphics card. Other games I'm running on my laptop with no problems whatsoever include Blur, Kingdoms of Amalur, and Skyrim. I'll make sure my graphics drivers are up to date, but I'm pretty sure that's not it.</span
So I just pre-ordered and installed the beta. Whenever I run it, the following things happen: 1) My screen turns black 2) My mouse cursor turns into a sword 3) A windows pop-up appears saying "Elemental: Fallen Enchantress has stopped working" with the only option to quit out of it. Here's a pastebin of my dxdiag: http://pastebin.com/KmC7AAaL I'd be very
I wonder why these are all such huge games. Is no one playing 1v1 or 2v2? These 5v5 or 4v4 games are impossibly hard to follow (too many things going on at once) and can sometimes be a bit random.
Cool, and there also seem to be a few others sharing replays in that thread. Thank you Carbon and Astax! I still think that using a service where replays can be linked to more easily (and rated etc) would be preferrable, but at least this way I get a few replays ;)
Seriously, is there no replay watching/sharing culture in this game? I find this very weird for a game with such heavy bias on multiplayer and such great replay controls. There is the WinCustomize page which lists replays and is, I guess, kind of official. However, for the year of 2009 (which we're more than a quarter of the way through now), there is a grand total of 2 replays... one for the Entrenchment beta, and one of some guy playing against the AI in Entrenchment
None of this agrees with what I've been observing in Sins 1.16/Entrenchment 1.02 so far. Even when massively behind the player, the AI does not surrender. I've literally had a situation of me owning 14 planets against the AI being stranded with no fleet on only their home planet, with their resource asteroids bare and no orbital structures whatsoever, and still the AI would not surrender. I wonder if the routines that decide whether or not the AI surrenders could someho
So I heard Ironclad had taught the AI how to surrender. I don't think they have. Has anyone seen this happening? I had a game just now where I played on a very small map, immediately rushed the AI's only planet, destroyed their fleet and their capital ship, then took out all their production facilities and destroyed 3 of their 4 mining buildings. At this point I pulled my fleet back and waited. There was absolutely no way for the AI to get back into the game, and they didn't seem to be trying
To be honest, I don't really see the point in building defense guns (gauss, beam, missile) in multiplayer. With their small range it's so easy to go around them, draw the enemy out etc. Repair bays I find last quite a while to LRMs, especially if your fleet is there, picking off the lrms, and even more so if you have two repair bays that can repair each other. Hangars full of fighters of course rape lrms, as well they should. You know I read a post somewhere else on these forums suggest
Here's the problem: for most races, the long range frigate is the first military frigate you CAN research (next to siege, which is not useful in combat). To have THAT counter something much further down the line (support) is pointless. It needs to counter the main unit type or else the research would be wasted in any fast paced game. Also, look at what else you have. You have specialized anti-fighter units, which are good against large groups of units, but from your "realistic" point of view I d
As for the damage reverie should require to snap out of it, it's 200/400/600, but as I said that's currently bugged.
Hey :) A lot of your answers can be found in the entity files you can download from the sticky in the strategy forum. I'm by no means a good player, but I understand some of these things, so here we go: Vertigo is AoE, aoe ranges are 2000/2500/3000. For comparison's sake, the Disciple has a fire range of 3500, so at level three the radius of the circle of Vertigo's AoE is only slightly smaller than that. That's a pretty big area. Reverie is probably the most overpowered capital
There are similarities, but you're trying too hard. First of all, wc3 units are by far more diverse than SoaSE units. If you think Crypt Fiend and Huntress belong in the same category, you haven't played the game much. Secondly, SoaSE's carriers are conspicuously absent from your overview, and here's why: they don't have an analogue in wc3. Next, wc3 has an unforgiven tech race. Once your enemy goes to tier 3, you pretty much HAVE to go tier 3 as well. As far as I can tell, this isn't quite the
We played a very cool game tonight. After setting the game up in #sins on irc.stardock.com, we had a very interesting 2v2. It was TEC and Vasari vs TEC and Advent (I think [Ray]Therlun went random). Basically the game turned into two 1v1s with a minimum amount of resource trading between the players. On the "left" side of the map, I fought tomet. I tried to do a decent expansion game while building up a fleet of assailants and tomet fast teched to Kodiaks, almost kicking my ass in
The best way to actually FIND an enjoyable game with people who know what they're doing is to come to the IRC channel #sins on irc.stardock.com and ask if anyone's up for a game. I find that on ICO I always run into folks who are either playing their first game of Sins or really didn't quite understand how an RTS works yet. The thing is that this kind of game is really boring to the more competitive player, so the players who've moved beyond this stage stop playing games on ICO.