Don Bemont

Don Bemont

Joined Member # 670398
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Everything worked fine in early access, but now when I start a game (random map or pre-made) I am stuck on the cloth map. The advanced option for "cloth map only" is not clicked. Not sure what this is all about.

3 Replies 15,584 Views

Just getting started on the game, and I see that, like Elemental, you have to place your city on a tile with icons showing food and production. However, unlike Elemental, a great deal depends on the the nearby tiles. So... is there a way to see the essence, food, and production of those nearby tiles, before plunking down a pioneer and founding your city? It seems like an enormously important bit of information.

1 Replies 10,959 Views

When I capture little spammed cities, I would prefer to demolish them, so as to avoid the unrest hit across my kingdom. However, it doesn't seem to work. Is this a bug or a rule? (And if it is a rule, it really should be more clear from the interface why it is not allowed.)

3 Replies 8,534 Views

True, although my goal had been more to make particular locations more unique. Especially when you play a large map and have a lot of cities, they can come to seem pretty generic. And if you lose one, hey, now I have 14 cities instead of 15, no biggie. But any time that city has something unique, it makes that location matter.

4 Replies 10,386 Views

Seeing how the Apiary now relieves unrest across your Kingdom, it occurred to me that the game could really benefit from even more unusual resources, as a way to make particular areas of the map matter. Some could benefit the entire kingdom, some the one city, and some could benefit the city only if it were of the right type (conclave, etc.). Furthermore, some could be revealed only by circumstances (the old technological prerequisite, but also maybe as the reward for a quest, a m

4 Replies 10,386 Views

Just goes to show different tastes. I would hold Civ5 up as an example of a game that soon becomes boring because you always draw the same hand. What fun is exploration when you know exactly what you are going to find? I want my games to play out differently each time.

6 Replies 10,943 Views

"on the unit panel, a precise value of the remaining move (e.g road cost), like in the tooltip at least 1.25 and not 1 or 2. Better if shown directly as a floating point value..." Yes, this would be very helpful!

2 Replies 2,293 Views

I've played quite a bit, but used earth magic very little. How useful are people finding terraforming? It appears way less useful than any of the other magics, but maybe I am missing something.

6 Replies 10,581 Views

I am noticing some weirdness when designing my own units. One turn, I will be able to add and delete traits (Constitution, Fury, Shieldwall for Henchmen, etc.). Next turn, the options are grayed out and no additions or deletions are allowed. I'm assuming this is a bug?

1 Replies 5,544 Views

"I just wish they could also demolish roads." Seems realistic. I know some real life governors who are good at wrecking stuff.

9 Replies 19,820 Views

I have to second this. It is an enormous, extremely important roll of luck whether a group of cities established mid-game hooks easily to your other group of cities, or whether it connects to some opponent city in a whole different direction.

9 Replies 19,820 Views

"A couple of points to keep in mind. First, on levels below Normal, monsters will not attack any cities. Also, on high difficulty levels, the monster AI's behavior will tend to give AI players a pass in favor of attacking the human player's units, cities, and outposts." Yes, and although I have read other posters' complaints, I have no problem with that. My comment is only directed at the two separate difficulty controls (AI opponents and creatures of the

2 Replies 5,858 Views

The manual makes it sound as if "Difficulty" under "World Options" on the first setup screen only controls the creatures of the world, not your AI opponents. The next page screen's "Typical Intelligence of Opponents" sets your AI opponents. However, in-game, the mouseover on the first page is ambiguous... "The AI gets no bonuses but is not using its best algorithms." This implies that it is the AI opponents that are being adjusted, not the creatures of the world.

2 Replies 5,858 Views

Back to the original point :) Maybe it should make a difference who attacks. If I plan my attack, I should be able to send whoever I want in front. But if I am attacked, maybe it is a surprise and the enemy really does knock off a pioneer or other weak unit before I can get things set up the way I want.

13 Replies 18,929 Views

I kind of like the idea. One of the strengths of Fallen Enchantress, as I see it, is the wide variety of circumstances that greet the player each time around. Starting locations really vary incredibly, unlike, say Civ V. Available goodie huts and quest locations provide wildly dissimilar benefits. Starting a new game is not just the same damn thing all over again. I really like this. But the dark side to this is that quite a few games become blowouts ra

23 Replies 78,346 Views

I cannot figure out the rate of healing for champions and other units. Seems I am always being surprised -- both positively and negatively -- by the speed with which this occurs. Are their predictable factors involved, or is there an element of randomness?

4 Replies 4,982 Views

Seems to me the varied quality of heroes is a good thing. Your location, your early equipment pickups, location of nearest rival, etc. -- all these things should be widely varied, not homogenized so every game plays out pretty much the same way.

19 Replies 18,014 Views

Age 59 Never played tabletop D&D, but have played a huge number of computer RPGs (starting with Crusaders of the Dark Savant) and turn based strategy games set in fantasy worlds (Master of Magic, Shadow Magic, Fall from Heaven, etc.)

91 Replies 212,585 Views