[quote]Dunno whether it is a bug or I am missing something. But after killing all guardians including the Death Demon and seizing all lairs and the dark spire I still can't settle or build an outpost in the Imperium wildland.[/quote] Funny, I had exactly the same issue in a game yesterday. Cleared out all the wildland monsters (Obsidian Golems, Death Demons), took the dark spire -- but still could not settle or build outposts in the Imperium ruins. Got the little quest
Diarch
[quote who="Star Adder" reply="1" id="3324755"]Read the damned FAQ! YES you WILL be able play BOTH games as they CAN BE installed to coexist. This si the nature of a stand alone expansion...[/quote] Thank you for your kind clarification. I did read the FAQ, but didn't notice this information explicitly mentioned. Perhaps it is covered somewhere in the 251 replies to the FAQ. In any case, what you say is good news.
LH looks exciting. But quite a different game in some ways. Once we've purchased, downloaded, and installed it, will we still be able to play vanilla FE? Or will LH overwrite and replace FE? I remember being pleased that once I'd installed the Gods and Kings expansion for Civ V, the game gave me the option of playing with or without it. I can still play vanilla Civ V if I wish (and sometimes I do). Will LH give us the option of playing straigh
[quote]I've been back and forth on this. It's a tough one. These are the options (without getting into anything to fancy): 1. Pioneers return to their original costs. This incents players to quickly produce and spread pioneers for a Pioneer Explorer strategy, which can be fun but I feel like it is an unbalanced decisions and players don't have the play in the single city model for long. 2. Increase the labor costs of pioneers. This just slows things down, i tihnk this pr
After about 60 turns or so, my favourite game becomes unplayable. Has anyone else noticed this? If I run 1.2 with Autosave off, I can sometimes get around the End Turn crash. But then I can't save my game because it locks and crashes as soon as I hit Save Game. Everything in 1.3 should take a back seat to Making the Game Stable and fixing these End Turn, Save Game crashes.
My vote is to develop the richness of Fallen Enchantress: Corsairs and Carracks and Delves and Mercenary Companies on the make! This game gives you God's plenty within a tight & elegant structure: hallmark of canonical design. It's achieved the philosopher's stone of "wild variety in a logical framework" -- the profusion almost of life, but abstracted, highly organized. See my post of Jan. 28 ("Brilliant Game..."), which is in the main a
[quote who="Ambermonk" reply="21" id="3314089"]I generally like the idea of using population to build Pioneers, but that is only half the problem. The ratio of vertical development vs horizontal development is what needs additional tuning. While horizontal development needs to be somewhat constrained, vertical development needs to be significantly encouraged.[/quote] Very astute comments, Ambermonk. Succinct too. Your whole post just feels right for the game. Just di
You are right, Mistwraithe: this is a vexed design problem with a pedigree of heartache: in a 4X game we want expansion (which is fun) as a possible strategy, given certain map configurations and player taste, AND we want Minas Tirith (the single magnificently developed urbis mirabilis -- which is fun!) as an equally attractive countervailing strategy. It's a really hard balance to achieve; and I'm sure Mr Paxton has thought a great deal about this and will
Norseman Viking: yes, with Fallen Enchantress fantasy grand strategy has arrived. I feel the same way: it's a game that just coalesces so many things we look for: empire building, tactical battles, exploration of untamed wilds, character development (without, mercifully, narrative pasted on from above), magic, and the strategic clash of arms. It's dynamite, something to be lyrical about. I'm glad you are not finding the Pione
Thanks for your thoughtful response, jwallstone. Your analysis of the City Sprawl debate uses numbers in beautifully clear insightful way. I could never manage that. Helped me to account for my inchoate feelings about Pioneer cost and the whole problem of thoughtless & automatic city building. I just hope the Pop cost fix doesn't preclude the Clive-in-India joy of rapid expansion and territory gobbling. That should still be an option, if a player likes th
Thanks for the reassuring reply, Alstein. I'm glad you don't find the Pop cost unduly constraining. Exploration and colonisation shouldn't take over; but they should be possible and fun and suggest the flair and panache of the Phoenicians or the outpost savvy of the British-in-India. Your comments make me look forward a little more to 1.2. And enjoyed your thoughts about high level cities. The leveling of cities is one of the shining pleasures of the
Fallen Enchantress is classic turn-based strategy: magisterial design, beautiful stylized art for grown ups, moving & evocative score, interesting decisions throughout. It has sweep and detail; variety and rigour. It is logical (the way fantasy must be to work at all -- Tolkien and Martin understood this, but few others) and it also stirs our sense of wonder. Puzzling criticisms have been made of this design, mostly by younger writers. But for mature