As one who enjoys summoners, I figured I'd drop my .02. It's late, I haven't slept well, and this is mostly on the fly, so hopefully it flows well and makes sense. Let's start with the good. The starting Warg for the Summoner Trait is pretty good, and about right for the cost. The Familiar can be quite useful, and will need to be taken into consideration when making changes to summons. There is a good variety of s
Cyclone_Jack
I use outposts and their upgrades quite often, though I'm not sure how often some of those upgrades have actually been beneficial. High Tower, Stables and +Growth have been greatly used, Warden to a lesser extent. The attack/defense options I'm not sure are overly useful in the grand scheme of things, but I've had battles in the ZoC, so I can't say they are useless. I do think that the building of upgrades could be handled better, as I do not think their be
[quote who="Frogboy" reply="61" id="3332191"]...kiting in tactical battles while gobbling healing potions...[/quote] That is genius! Why haven't I thought of this before!? :p I don't blame Frogboy for limiting his forum exposure time. Forums generally do not contain a good SNR, and people are too quick to dissect every word a developer writes. I'm just glad he stops by to say hi from time to time and tries to be as informal as allowed.
Overall, Warlock is a good game, but is has a few issues that really need looked at. The limitation to three races is a little worrisome, though some of that is alleviated by taking over other cities and exploiting various resources. The Diplomacy is non-existent and, IMO, actually deters from the game, so that really needs to be addressed in an expansion or sequel. Lack of heroes and items doesn't bother me too much, since there is no tactical battle and units do not st
Was playing a game, very early on, and got a crash. I loaded the save game and immediately had a message saying a kingdom had fallen, which is not what happened in the initial play through. As soon as I end turn, the game freezes. Linked is a zip of the save and .err. http://dl.dropbox.com/u/58261386/CycloneJack.zip
I think this is a great idea and adds a bit more depth to your Sovereign and Heroes.
[quote quoting="post"] In the world of the Fallen Enchantress, settlements gain their resources directly from the land they occupy. While there are still the occasional (i.e. rare) resource hoard like you saw in War of Magic, Fallen Enchantress concerns itself far more with how players make use of the terrain. Now it also matters a great deal how precisely you use that spot. [/quote] For the first part, does that mean that we will no longer see things like the Oasi
I am in the middle of playing on a large map and there are a few things that jumped out at me. 1) Early on I built a city that apparently split one empire (Relias), they had cities to the north, and one city to the south (way south). My influence cut off travel between the two, and the AI had sent, literally, 5 Pioneers to cross this area, one right after the other (maybe 2 squares between them). 2) Said AI's empire was much weaker than mine, but
[quote who="Lord Xia" reply="93" id="2995716"]I would like FE to be more Civ like in a number of areas than EoM. Could we have cities defend themself like Civ 5 too? Could we have minor factions play like the city-states? [/quote] I will admit, I do like the City-States in CivV. I think that, if fleshed out a bit more, the minor factions could be utilized to a greater extent in Elemental, due to how much more robust the questing system is. They could requ
[quote quoting="post"] Forget everything you know about the WoM economic model. Food is gone (as it exists in WoM), housing is gone, global population is gone, specialists are gone (improvements don’t use population), materials are gone, resource multipliers on city level up are gone, fixed build times are gone, unlimited improvements are gone (you can never make more than 1 of an improvement in a city).[/quote] On paper, most of this sounds good. However, I di