Das123

Das123

Joined Last seen Member # 665472
5 Posts 144 Replies 22,872 Reputation

I'm thinking the game would ultimately be easier to balance if group size was consistent (perhaps set in the unit design window) but instead of researching the build size you instead researched experience levels. That way the initial units built are still relevant because they are levelling up as they go. The later units start better trained and so can opt for the experience boost.

9 Replies 15,185 Views

It's been quite a while since I've looked at the XML for Fallen Enchantress but I was thinking that many players won't bother installing mods because of the placement of files etc. It would ultimately be much easier for players if mods were packaged in an installer. The problem with building an installer is mainly one of trust. Can the modder be trusted to only affect their specific files or could they purposely or accidentally change other files? This is a very real issue

5 Replies 6,304 Views

Tesb is right, knowledge on making weapons would be much harder for us because of our current technological level but I would assume it would be much easier for a medieval society where these are common skills to adapt quickly after a cataclysm. It feels like WoM is trying to do a Civilisation-style tech tree where we start as cave-men and work up from there. That isn't the case. FE is not about progressing through different ages over hundreds of years. It's about re-establishing a so

63 Replies 261,501 Views

[quote who="Frogboy" reply="14" id="3107880"]It is possible that this just isn't the game for you. I hate saying that but some of the comments here tell me that some people just are looking for a different game.[/quote] I love playing FE at the moment and think it will ultimately be a great game (I've stopped playing for now because of crashes so am waiting for the next release). But I also agree strongly with the issues addressed in this thread. So while I think that much of

45 Replies 20,268 Views

I guess I've semi-accepted that due to its nature FE can never really have the depth of faction differentiation other games in the genre have. The problems are: 1. FE is based around a paper-doll unit design system and to have visually unique units for factions would be a hell of a lot of work creating art assets. Personally I would have preferred to drop the unit design system and just have a selection of units to choose from for each faction - but that aint about to happen now.<

175 Replies 714,808 Views

If the Lawful-Chaotic, Good-Evil matrix defined how diplomacy functioned I'd be comfortable with that. While Good-Evil is a little trite now-a-days it is an easy concept to grasp and instantly positions the factions with regards each other. Having traits that are only available to certain alignments would make the game interesting so I'm all for this. Perhaps diplomacy could be tied more to trait choices within the alignments than with the alignments themselves. For example, Good Chao

175 Replies 714,808 Views

I think there is a limit of 9 units per side per tactical combat. I haven't had it happen, but could it be that you have 8 or 9 units and that when tactical combat begins the militia for the city takes the extra spots and so your un-used units get booted?

7 Replies 2,816 Views

I think the comment from Sulla about modders being poor at balance is very unfair - particularly if applied to Derek. Most modders I've come across in a variety of games are very conscious to maintain game balance - or indeed, to improve balance. I can't think of any successful mod for this sort of game where something that broke the balance was popular. Also, most modders rely heavily on community feedback to double-check their balance. Think he is waaaaaay off the mark with

27 Replies 22,282 Views

In another thread I mentioned the concept of choosing a city's specialisation when it is built and have been thinking a little more on this aspect. The problem is that currently there is basically no such thing as city specialisation in the game. So if you had to choose between different city-types with unique building it would make for a much more interesting game. The way I could see this working would be as follows: Pioneers still found cities as they presently do.

1 Replies 1,824 Views

I noticed this as well. I think the seismograph-style reading are the AI alternating tax rates to get production vs guildar - which I'm actually quite impressed with. I think these graphs need to be an average of the last 5 turns so the line is meaningful.

1 Replies 1,848 Views

I prefer FE over CivV at the moment and agree with many of the observations expressed in this thread. The areas I feel Civ is better than FE presently are: Resources are more meaningful . Iron for example dictates the number of a particular unit type that can be built rather than accruing each turn. It would be interesting in FE if each Iron mine controlled allowed you to build an elite unit right from the start; each Grove resource would allow you to build a s

27 Replies 22,282 Views

[quote who="ddd888" reply="25" id="3100338"] its like playing a spanish opening on chess, if someone takes 10 min on third move id rather quit the game[/quote] I guess that's the difference. I much prefer a 3 hour chess game with every move carefully considered than a 10 minute game. Each to their own. :)

92 Replies 26,193 Views

I enjoy multiplayer games that last a relatively short time like Frozen Synapse or any First Person Shooter. Also enjoy open sandbox games as multiplayer like MineCraft. But personally I would hate to play a long game like FE waiting for a bunch of people to have their turn. Games either should be designed to be fast with multiplayer in mind, or designed to be immersive with singleplayer in mind. FE just isn't suited to multiplayer.

92 Replies 26,193 Views

I chose Faction Differentiation but I'm not even really all that concerned about that aspect of the game any more. They weren't on the list but the two areas I think must be worked on are: Pathing and User Interface

142 Replies 291,889 Views