That's an old bug where one side it counts the individuals and the other side counts the groups. I'm so used to it now I forgot to mention it. :) Episode 11: [video]http://youtu.be/d4-y2h61LqM[/video]
Das123
I'll need to look a bit deeper into the start screens. :) [video]http://youtu.be/KGz0zVUmUxA[/video]
[video]http://youtu.be/DrqRsegEXaw[/video]
Thanks Naaarf. I put myself in the noob category for most games I play and making mistakes is what I do well. :) I didn't ever play MoM but played AoW an awful lot. The initial placement of armies was on a much larger battlefield and being hex based allowed the units to form a row. The only issue was if your unit was at the wrong end of a row. And if you attacked a city, the city always went first and the units in the city had completely free movement to get into a defensive posit
[video]http://youtu.be/d5l72Wr4ICE[/video]
Episode 6 [video]http://youtu.be/KexE1Hwn12o[/video]
Thanks for the comments. :) No, not on the payroll. Just enjoying playing the game. :) Here's episode 5: [video]http://youtu.be/5w-DCjqgpd8[/video]
Episode 4 [video]http://youtu.be/9vW1FDtXvdc[/video]
@Tattyhat; I would start fresh if possible. Can never really be sure of stability using an old game. Hope you're enjoying the game. :) Here's episode 3... [video]http://youtu.be/CxrS6SBGH2Q[/video]
I like the idea of tying defensive starts (or lack there-of) to the Assassin path. Also using initiative as a basis for starting battles in defensive mode is a good idea too. Anyhow, here's episode 2 [video]http://youtu.be/PrdWi4VcdFc[/video] This episode made me feel like rage-quitting. :) You'll see why.
Thanks for the comments. I'm now a few episodes ahead but I'll try equipping the staff. :) Also, I would hate anyone to take my criticisms and suggestions within the game as a negative about the game itself so if they are stopping you from pre-ordering, please don't hold back. Fallen Enchantress is already a very enjoyable game that just gets better and better.
[video]http://youtu.be/LK1Qvd7Z7m0[/video] In this video we start a new game. A lot of bitching and moaning about the shortcomings of the user interface within the game.
I've got a few more recorded but they are now from a couple of beta versions ago. I've been thinking of starting again with a new series using 0.913 when it becomes available. :)
* [Suggestion] Do something with unused production in cities It's been a problem with the game of missing turns if you don't have cities building or training in the early part of the game. Instead of having a building available in the mid game that gives a Gildar boost when the city is idle, the boost should be available right from the start. Even just a flat 1 gildar per city level would be good. <span style="font-s
The animation isn't stalled. It is the animation of the Earth Elemental crawling out of the ground. It probably only goes for 4 seconds at the start of the tactical battle but the UI makes you think you can have your first turn.
1. Keep captured city unrest mechanic. 2. Nerf troop level-ups dramatically. 3. Keep dividing XP by number of heroes in stack. 4. Give defence bonus for troops defending foundation cities but not captured cities. 5. Add one more defence militia to cities. This would largely stop stack-of-doom unbalance and would allow AI to better protect their areas.
Here are various items jotted down while playing the latest Beta... * [Suggestion] Random Sovereign Selection . It would be great to have the ability to choose Random as a sovereign selection at start-up. Perhaps the first sovereign could simply be a question-mark. Clicking this then picks from the sovereign list randomly. * [UI] Randomise opponents better and then reset after g
I agree with this assessment of the game pacing too. Great game for the most part but drags at either end. Also finding I'm still just using a single 'Stack of Doom' to do all the work with a handful of other units protecting the cities.
I also think this is working as designed, but I'm finding this frustrating if wandering monsters are the ones capturing and destroying the city. Would prefer a cool-down effect where after destruction all tiles are changed to 1 grain, 1 production. Then every 20 turns or so another grain or production is activated until eventually it is where it was.
Downloading now. Thanks Stardock. :)
Episode 6: [video]http://youtu.be/H3iMixx8u7M[/video] Beta testing feedback: If more than one army positioned on a tile there should be some sort of indication. (Noticed there is an icon above it now) Clicking on stacks only cycles between the top two stacks instead of cycling through all stacks. Levelling hit-point increases seem overpowered. Hero summary to see encumbrance etc when levelling up would be helpful. Typo in
3. More than 2 stacks sharing a tile you can only select the first two stacks (each click swaps stacks 1 and 2 rather than moving stack 1 to the back of the pile. Yould be good to have a same-tile management UI (merging, viewing etc).
I for one am loving the trade-offs Stardock has made to keep the game easy to play yet more difficult to master. It is becoming a solid, engaging game that isn't complicated in its mechanics, yet still allowing players to really work out deep strategies. The changes to tactical battles are a great example where weapon type vs armour adds a strategic depth to a very simple mechanic. And if losing a couple of races means we can get more customisation in the remaining races then I'm all
Here's episode 5. :) [video]http://youtu.be/O5BwvJCaLIY[/video] Feedback: After reload, tiles in fog of war don't show but mouse-over says they are there. Hitpoints seem a little overpowered for troops as they level up. Good to see penalties and buffs incurred during tactical battles (Poison etc) on the unit card. No idea how Fear works. Doesn't seem to do anything. Faction Power isn't a good representation
The choice was healing or hitting. Markin does more damage that heal so the decision went with him keeping on striking. Anyhow, here's episode 4... [video]http://youtu.be/dDu35f39UP4[/video] Feedback from this episode: AI spammed same diplomatic message after a couple of turns. Modest Inn tile didn't show on map.