webusver

webusver

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In 1.12 game I saw AI tried to build towers to cast Spell of Mastery, but unfortunately had a city with very low production. It required him about 40 turns to build one tower. If I were that AI I would concentrate on buildings which increase production. The other point is that in that game the option of victory through the spell was disabled. AI should take in consideration options of victory conditions and how quickly it can build these towers. I also find spell Earthquake very devas

38 Replies 197,210 Views

Diplomacy tweaks are really needed and proposed changes are good! Perhaps depending on difficulty level there should be a diplomatic adjustments like "You are a human player(not AI)" resulting in -1 diplomatic rating. Also I'd like that when there is "You are dominating me" its positive value should be less. "Dominated" AI shold begin to play more meanly against human player. At first they should rise prices for exchanging technologies or resources and increase prices in their shops for h

38 Replies 197,210 Views

Hi Stardock! You are doing the great job! After Triumph Studios switched to Overlord I lost hope for any new game of such kind. Finally I found Fallen Enchantress and my hope was resurrected. In future you can develop 3 series of games: galactic civilisations, fallen enchantress and may I suggest another series. Imagine FE enigine, but let the process happen on the desert planet Dune... (or any other planet)... It will be Dune II (or C&C) in turn based style. Player needs to build bases,

171 Replies 744,470 Views

1. Earthquake seems too cheap for its devastating effect. Perhaps every building should have 50% or more not to be destroyed. Complex buildings should rather be downgraded than destroyed. 2. Starting trait Wealty of 500 guildar at start I'd suggest to replace with +2 guildar per season. 3. Starting trait Adventurer should give only 50% of cost of hiring heroes. With all heroes for free human player is able to recruit all high level heroes, leaving AI with none. 4.

221 Replies 591,310 Views

Earthquake seems too cheap for its devastating effect. Perhaps every building should have 50% or more not to be destroyed. Complex buildings should rather be downgraded than destroyed. Starting trait Wealty of 500 guildar at start I'd suggest to replace with +2 guildar per season. Starting trait Adventurer should give only 50% of cost of hiring heroes. With all heroes for free human player is able to recruit all high level heroes, leaving AI with none. I'd also

21 Replies 30,446 Views

In 1.20 AI has trouble in expanding. It can lose its pioneers and be doomed. Human player can think of ways of increasing population by administrators or by spells... but AI fails. As a result human player captures resources and expands but AI fails quickly. I think that problem of cities spamming is not in population, but in trait Wealthy which is the most powerful starting trait. Though it is 500 instead of 850 guildars its very powerful nevertheless. I'd suggest devs to replace

31 Replies 111,183 Views

I played with the patch for a while. The gameplay now is much slower. I can't implement technologies which I research because of lack of resources. And I can't expand because of new pioneers. But if I use the spell which builds outposts I break the game and Ai falls far behind. Settling phase now is prolonged and Ai doesn't hurry to attack. It's strange that I loose population. 30 people go with a pioneer but when a new village is created its population is 3 peop

82 Replies 257,915 Views

The game hangs when I reload it several times. Stability is the key. The game is good but here are some things that I'd like to mention. Spell Earthquake is very cheap and devastating. It simply kills the whole city to nothing. It should require not less than 600 mana and each builbing should have 50% chance to survive. If any building has upgade, it should not be destroyed but reather downgraded. IMHO research process is faster than building process. Perhaps all research

221 Replies 591,310 Views