Das123

Das123

Joined Last seen Member # 665472
2 Posts 111 Replies 22,872 Reputation

[quote who="Heavenfall" reply="3" id="3220504"] * Sometimes the health bar doesn't update in tactical battles. Can't see the pattern though. This one has been in every version I played. It must be a real pain in the ass to fix. I also have no idea whatsoever about a pattern.[/quote] Playing a little further, this consistently happens with a Fire Elemental in one of my armies - without fail. Perhaps the XML for this unit might give a clue?

6 Replies 2,893 Views

I agree with the OP. In my current game I've only just found the AI cities and my heroes are already level 15+. A slider or setting would be a good option. I prefer games with a more epic feel (slow research etc).

38 Replies 13,982 Views

UI is still the big one. Please see these posts as well: [0.95]User Interface Issues [0.952] UI issues, moving towards Beta 5 Other issues/suggestions: * Sometimes the Food/Production/Essence icon disappears from the map. Usually when the fog moves back and forth. You can still settle on the tiles with the missing displ

6 Replies 2,893 Views

[video]http://youtu.be/BfckHkNvEv8[/video] [video]http://youtu.be/ZOPTmy-z4vE[/video] [video]http://youtu.be/CV3oF9gBb0E[/video] ... and that was the last one in this series. :)

24 Replies 26,369 Views

Yes, there should be some sort of low-level armour (and one weapon from each type) so you can build a really basic unit at the start that can level up as better equipment becomes available. You can build a unit that auto-levels with the selections in the designer, but I think the best option now is to design a really basic leather unit (so you can build it easily) and then upgrade as required or as materials become available. For example, if you pick a basic militia unit at the start

24 Replies 26,369 Views

Another UI issue - but not all that important. * Change the colour selection from RGB to HSV (much more intuitive for people who don't know how RGB works). Regarding the need to be able to select Goods, Growth, Research as options in the build queue, the game really needs to not punish players for overlooking cities that have stopped production. Now the next beta is going to have the game not auto-turn until cities are producing but this doesn't go far enough - and it

27 Replies 27,039 Views

Age of Wonders did the idling mechanic very well. If you happened to forget to select anything it produced 'Merchandise' by default which gave a slight gold boost. But you could also select 'Housing' which increased your growth. I'm thinking that selecting one of the idling mechanics in FE would boost that area by 20% - which is not a lot for most cities (I think that FE uses floating numbers rather than using the integers it displays). So as an example if your city had a

27 Replies 27,039 Views

Are you sure? Altar demanded that I pay them tribute while Magnar offered to pay me tribute. My assumption is that they are paying me. The description is the same for both (which is quite confusing) but I thought it was a way for the weaker empires to ensure their safety.

24 Replies 26,369 Views

These are the main problems I still have with the user interface with Fallen Enchantress: * Not able to select Random sovereigns to play against at the start of the game (should also be able to pick 'Random Kingdom' and 'Random Empire') * If there are multiple stacks on a tile, clicking the stacks will only cycle between the first two and you have no real idea of how many stacks there are on the tile. * Needs to be an option to have a pop-up at the end

27 Replies 27,039 Views

Loving Beta 4. My only complaints with the game are now mainly regarding the UI. The Let's Play - playlist is here. [video]http://youtu.be/zYlIYfEq0v8[/video] [video]http://youtu.be/_JG0FjwLrBU[/video] [video]http://youtu.be/O9kmOgjUyzc[/video] [video]http://youtu.be

24 Replies 26,369 Views

Cities, especially now in Beta 4, should never be left idle in the first 100 turns or so. There has to be a prompt when cities go idle and it shouldn't go away until you explicitly select an 'idle' option for the city. Oh, and by prompt, I mean an obtrusive pop-up every turn.

32 Replies 13,006 Views

[quote who="starkers" reply="63" id="3210953"] Quoting ZehDon, reply 43Just watched the first three episodes, and I must say that this is easily the best show on the box right now. So what station in Australia did you watch those on? After seeing a couple of previews on the net I've been wanting to see this show on OZ TV, but as yet I've not even seen it advertised, much less aired.[/quote] It was on Austar (Showcase Channel I think). They fin

103 Replies 452,128 Views

A couple of years ago I made an in-depth report card for WoM (it scored 42%) and I thought it would be interesting to compare things against Fallen Enchantress. The game has so many layers that need consideration and all need to be taken into account when evaluating FE. How do you rate the game so far? Version 0.95 Game World (77/90)

7 Replies 3,697 Views

[quote who="BlackRainZ" reply="11" id="3207531"]I do not want manual placement to be taken out. It is not an exploit. If you think it is DON'T USE IT. It really is that simple, but I have no problem with them fixing auto placement to make it better and leaving manual placement.[/quote] I'm not sure why people keep using the 'just don't use it then' as a valid argument. I'm not having a go at you but something either works as designed or it doesn't. Simple a

23 Replies 8,453 Views

The game really suffers from the terribly slow pacing at the start of the game. Even Frogboy in his video skips the first 70 turns or so (70 turns is a substantial amount of turns in a strategy game!). It is a real problem if you are starting a game with little to no strategic choice until you are a long way into it. Often games drag at the end when the result is inevitable - but this should never happen at the start! I find that I get into such a mind-set of 'move my one stack -

14 Replies 5,747 Views

I agree that allowing manual placement is too much of an exploit but also think the auto-placement is too much like a lucky dip. Here's my solution: If all placable tiles (each map square has the 2x2 tiles allowance) within a city are full, the system allows manual placement into another square. The new building takes 1 of the 4 tile spots in the new square so another three buildings are auto-placed before the next tile can be manually allocated. That way you can s

23 Replies 8,453 Views

What sort of back-up are you looking for? Cloud? Local? I back-up incrementally every day to a removable HD using Backup4All ( http://www.backup4all.com/ ). I've used it for years and really like it. It stores the files in ZIP format - so I don't absolutely need to use Backup4All to open the archives if that ever becomes a problem. It keeps a register of files so I can restore any iteration very easily. Mine is set-up to back-up e

32 Replies 148,014 Views

It's now officially annoying me. As I scroll down and get to the ad I assume it is the end of the thread. If it was placed at the bottom of the thread it would be acceptable but not 3 or 4 posts in. I've added the relevant classes now to my AdBlocker.

36 Replies 141,441 Views