SOLOSOL

SOLOSOL

Joined Member # 4574513
0 Posts 5 Replies 689 Reputation

It seems that SD is decided to go for a DLC map pack, so... Why don't you first make a contest with scenarios created by the community? Get the 5 or 10 best and include them in the map pack. Give a copy of the DLC to the winners, and this way everybody wins: - you can get some money, - the people get scenarios apart from the maps, - more people might move into creating content/mods for the game - the creators have a good incentive (not only

213 Replies 768,984 Views

Well this kind of threads are good to extract ideas, but it is hard to get to a point everybody is satisfied. Because each one has a concept of what a weapon is for, how much can it cost to make, and how much time can be necessary to train. At le4ast, with standar (non-magical) weapons. So, we try to give reasons for: - Justify that a type of weapon may be better than other, because of their properties (extension, easy to use...) Call an expert in History for that.

59 Replies 47,310 Views

Well, it all comes by comparing FE with MoM. It is curious that, after all the time that has passed, it is still the gold standard, the reference to this subgenre of games (TBS/4x/RPG ??). Many will say that AoW (SM) surpassed it, but I dont agree. MoM gave a good solution (or an acceptable one) to many parts of the game (different races and units, economy, growth, resources, building system, global and local magic, research system, tactical fights, unique heroes, ships, flying units.

20 Replies 69,872 Views

You can delete your designed units, but not the models created by dafault. Those ones, you "hide" them instead. So if you accidentally hide one and want to recover (for example, a slave to get the "slave trait"), you have to check "show hidden units" button. Pioneers and catapults are outside of this system. You will never be able to hide or delete them in the design screen, because they never appear there.

5 Replies 5,291 Views

I don't use premade maps, only random, so I'll give some more suggestions for a DLC/expansion pack - Dinasties. This way, we can play with normal, few or no heroes. The techs for the heroes should be readapted too...Mmmm, what about the level 7 hero tech for allowing a marriage? With that, you need to invest in that tech to give sense to the dinasty system... - Ships. Maybe a way would be by doing a coast tile called something like "natural port" where to build a dock.

213 Replies 768,984 Views

Come on guys, it is a respectable oppinion and I find some points interesting on it. But as any oppinion, anyone can give their own, and will have the same value... I might think that, after playing some 4X/RPG/TBS hybrid games, one gets used to some basic standars. Some things you are expecting to be in a common way, or in a suitable way (cities developing, magic if fantasy world, heroes leveling, new building and technologies...). So when approaching EFE (and more if

79 Replies 214,868 Views

My 2 cents: - What about an "autobuild" button? Press it, and forget that city... - Raze. Totally agree. 5 turns is a total nonsense. But, if it was attached to the level of the city (1 turn by level), well, a level 5 city taking 5 turns to raze can be...reasonable, as only level 5 citites would take so long. Yes, I find that a bit better.

4 Replies 10,046 Views

[quote who="Lord Xia" reply="31" id="3270001"]Swords should be more expensive in resources and time for the standard soldier than other weapons. It may already be, I don't know off the top of my head. The reason we didn't have armies of people using swords, is because it takes longer time and better skill to create a sword, better material, and more training to make someone good with it. [/quote] I totally agree with this. Maybe instead of buffing t

59 Replies 47,310 Views

As you are seeing, random resources make that I usually choose between 4 types of unit-design: - No resource- Cheap units. The best unit u can design without using crystal/metal. This is the body of my army. - Elite. The best unit that uses big amounts of both. I usually wait untill fortress are developed, and I have enough resources. - A bit of metal. Like sword+shield (around 7 metal), leather the rest. To improve the cheap troops, but without too much cost.

12 Replies 13,673 Views

I'll answer some: Territory 3) Territory control. Get the resources, and avoid other factions to settle cities/outposts there, or in the holes of your ZoC 4) Better Sight (or less FOW). So you can see enemies/monsters passing by. Outposts I think only option 2. Beasts I think they don't evolve, only grow levels (+HP). You can't make a pack. You should tame an already done p

2 Replies 9,185 Views

I think that axes should have some "blunt bonus damage", to improve their comparation vs swords. I would add some of them (may be not to all axes, but the biggest ones) a critical chance bonus, (instead of the backswing?) So, with a little of blunt damage and a bit of critical, they can be an interesting alternative to swords. This way, the circle speed+counter vs more damage+crits finally closes, and each weapon has its utility and difference. Now, maces...I w

59 Replies 47,310 Views

Too many questions, I'll try to solve some of them - FE is a new game in the lore of WOM. It is, in fact, the game that WoM should have been. - Growth is related with grain: the more grain in the tile you settle the city, the more max food, and then, the more max population (pop cap). Once you get new techs for improving food from grain, the max pop increases. The growth mechanics has some complexity too: it seems that your faction prestige is divided by the number of your

2 Replies 5,863 Views

In my last game, I conquered 2 AI cities. One of them had an ogre lair, that produced ogres with no maintenance, so no problem. But the other city had a merc camp that produced an archer unit with a maintenance of 4.5 gildars !! I want to raze that camp, but I don't find the way, nor in the camp, nor in the attached city. Now, I have to disband that unit (I produce better horsed archers, with x4 times his attack, at less than the half maintenance) each time it is produced. <p

4 Replies 6,193 Views

I forgot to tell you that the AI will use your designed units for the same faction u designed it...so it will take some games (at least one with each faction) untill the AI fully use all your designs... I can tell you that it is very nice to see AI with units that I designed previously... I read in some posts, that juggernauts from Yithril that the players design (with more armour and HP, for example) can be really really scaring. So my next game will be with Yithril, to desig

3 Replies 8,769 Views

With permission, I'll make one more question about growth... I had no patience to verify it, but when I built the Sacrifice altar (growth penalty), the city (level 2) started to loose population. If population falls to level 1...has someone checked what happens?

4 Replies 4,768 Views

To delete Sov: just Left Click on the portrait on the Sov Selection Screen. It is not possible to edit the Sov in-game...Just create a new one To delete a Faction: go to (...)\My Documents\My Games\Fallen Enchantress\Races And delete the file of the race. You can delete the units you have created too (in Units folder), but it is better to leave them, because AI will use your created designs, generally they are far better than the standar models. <

3 Replies 8,769 Views

I did not give importance to my only crash untill now (since 1.0). Curiously, it happened the same way as stated by OP: Cast dispell magic on a Cursed city, and after that hit End turn = crash When reloaded, I casted again, but I think I did other things before ending turn...so I'm not sure of the trigger. But it seems something to check with the spell

2 Replies 4,073 Views

[quote who="GFireflyE" reply="14" id="3266998"]Where does this unbased comment come from??? City milita should NOT be able to defend against moderately sized forces. Therefore, you are REQUIRED to build troops to station in your cities to help defend against those circumstances. Those troops SIT there defending, it's their JOB. Why, as a player, am I being PENALIZED for my troops doing their JOB?? That makes no sense. There should be purpose and benefit to having troops station

28 Replies 20,363 Views

[quote who="Cymsdale" reply="6" id="3266894"] Quoting enoeraew37, reply 5laaazy...how bout a button on the screen that plays the game for you??? Yeah, if units got a small XP advance over time, it's the equivalent of not even playing the game at all! This makes perfect sense and is a reasonable argument against this modification.[/quote] I know that. On the same way, I might tell that having 400 turns (100 years) a unit stopped in a

28 Replies 20,363 Views

Well, I was just thinking that, as the game goes on, the initial units or those stationed in cities have no way to receive a little bit of XP. The same for the monsters...as the time goes on, they could benefit of a little of upgrade. So if any unit gains a little XP just for being alive in a devastated world, could add a bit of flavour...and feel the world more alive. It is important for units with low level, but will not affect to high level units, as they need lots of XP...

28 Replies 20,363 Views