The best parts of a succession game are when you have people with different skill levels, and different ideas on how to play. Keeps things fun and exciting as you never know what you are going to be handed when it is your turn.
Agreed. There were some FANTASTIC Fall from Heaven succession games. You pick Balseraph (a faction that is headed by an insane clown), so it made sense that the ruler would go from a genius for one decade to a drooling moron for the next.
Actually, had an idea earlier, and it's good enough to leave in the thread:
The custom faction has henchmen, so we can each build an in-game dude instead of taking over the real heroes.
So then the Sovereign is the first player?
I LOVE this idea. I think @Cog would need to be the Sovereign though I think Henchmen just became a "must take".
Ok so... Instead of renaming a hero for yourself, you just crank out a henchman and name that? Am I understanding this correctly?
The best parts of a succession game are when you have people with different skill levels, and different ideas on how to play. Keeps things fun and exciting as you never know what you are going to be handed when it is your turn.
Agreed. There were some FANTASTIC Fall from Heaven succession games. You pick Balseraph (a faction that is headed by an insane clown), so it made sense that the ruler would go from a genius for one decade to a drooling moron for the next.
Actually, had an idea earlier, and it's good enough to leave in the thread:
The custom faction has henchmen, so we can each build an in-game dude instead of taking over the real heroes.
So then the Sovereign is the first player?
I LOVE this idea. I think @Cog would need to be the Sovereign though I think Henchmen just became a "must take".
Ok so... Instead of renaming a hero for yourself, you just crank out a henchman and name that? Am I understanding this correctly?
I don't think we need to have a renamed character in each one, but I am fine with whatever the group decides. It's not like we won't use the sovereign, and trying to manage that many henchmen in a limited amount of turns could limit the fun. Then again, I never really used henchmen, so take that with a grain of salt!
In the interest of playing something completely different, I will let everyone else put together the sov/faction, though I think we should avoid traits that we always pick. Let's make this game be... FOR SCIENCE!
Though I do kind of want to play with spider units. Never done that before and it seems fun!
I think in the name of an interestingly paced game, Master Scouts is a must.
A huge world was suggested, but that game would be extraordinarily lengthy, and some people may be playing on a system that will shit it's electronic pants playing a map that size. I would probably suggest medium to large at the absolute most, to keep the game from being obscenely long, and to make sure there's no technical hurdles.
Quendar Blood and Slave Lord was suggested. It's not something I personally play with often. Quendar sounds good, but slave lord is 2 picks. I think it would be a bit more interesting to spread points around on a variety of picks.
Cult of a Hundred Eyes is certainly an interesting option, and we'd be able to make hoards of slave and spider troops for great swarming.
Other ways it might be interesting to take things: Archers, to have elite bowmen behind our wall of meat-fodder. Binding for maximum menagarie of strange and expendable troops (slaves, spiders, shard elementals). Death Worship, cause I just don't play with it much. Wanderlust for a shitload of quest maps, and a couple decent items.
I'm resisting my urge to go with enchanters, because I always pick it, but I'll throw it in if it's broadly asked for.
I would avoid all traits that are "start with blah blah tech" as being resoundingly boring.
We also need a faction weakness. I'd probably go with Rebels or Vulnerable to Magic. If we don't go with Archers, No Ranged Weapons is easy enough to cope with. No Armor would make the game "fun". Uneducated is probably the only weakness I would strictly avoid, unless the point was used to purchase the Scholars trait and see previous point on my feelings for that.
I go with a melee sov so often (and caster traits were suggested) that we should probably do a mage type if there's no objections? It will make the early game a bit more tense, too.
I've had suggestions for Air, Fire, and Earf. After our previous discussions about what a go-to magic Earf is, we can either avoid it as a crutch or take it as a crutch. :P Air is fine. If we're playing with Quendar, death is very tempting, and might make a fun theme with spiders, slaves, a cruel sov (weakness?) and oppression helps offset rebels. Fire would be an acceptable alternative.
Warlock is the profession of choice for casters. Attunement and/or Brilliant would be smart picks. Procipinee's Crown is tempting, as is the Staff of Souls.
How about the Quendar + Slaves + Spiders + Scouts + No Armour for the Faction, and then a Death Magic Summoner for Sovereign?
Walls of Spider & Slaves & Undead in the front, and then we focus our real military on elite archers are trained mages?
So, replace the Scouts in Khade's build with the improved bow choice, and that looks good to me. I always play a summoner, but I know a lot of people here generally don't and it could be fun to see how that works. The rest of those abilities I have never used :rotate:
Oh, and if we do go summoner, Procipinee's crown is really powerful in that the summons no longer cost mana maintenance (usually cost 1 per creature). This way you are only paying the summoning cost and you are free to buff the sov with any and all enhancement spells you come across.
Sounds like we can all agree on Quendar/Slaves, Spiders, Archers, No armor. I really think Scouts is probably the best choice for a faster/more fun game. Fuck death swamps. Leaves us 1 faction point to play with. Binding would be the full circus menagerie, if we want to go that direction. Otherwise I think Defensive might actually play well with our slaves (1h spears and shields). So would flesh bound tome (death lash, cull the weak) or Death Worship (grave seal means even our shitty slave units auto-crit the target).
Defensive is always fun, but flesh bound tome does seem thematically appropriate! Then again, completing the menagerie with binding would be good times. Hmm, decisions.
What about the one that lets troops come out at a higher level? Coupled with a fort and the veteran trait, we could be pumping out lvl 4 spiders/slaves in no time at all! Err, can you pick traits for spiders? That would be pretty sweet.
Defensive is always fun, but flesh bound tome does seem thematically appropriate! Then again, completing the menagerie with binding would be good times. Hmm, decisions.
This is a tough call but I would probably go with Flesh bound. The full menagerie would be amusing, but slaves & spiders and sacraficing them with the tome spells is such a great theme. I'm totally open to the menagerie option, too, though.
What about the one that lets troops come out at a higher level? Coupled with a fort and the veteran trait, we could be pumping out lvl 4 spiders/slaves in no time at all! Err, can you pick traits for spiders? That would be pretty sweet.
Unless anyone wants further discussion, I'm planning on:
Faction
Empire
Quendar (Fire resist/cold vuln, Train Slaves)
Archers
Cult of a Hundred Eyes (Spiders!)
Flesh Bound Tome (Eat the slaves!)
Master Scouts (Fuck the fire swamps!)
Sovereign
Air 1
Death 1
Summoner
Attunement
Procipinee's Crown (Upkeep-free summons!)
Brilliant
Cruel
World
Medium Size
Balanced Map Type (thought about ravaged, but us having master scouts might be too much advantage - lots of rough terrain)
Many Wildlands
Very Fast Production Pace (I like the idea of things being able to change drastically in your 50 turns)
Plenty of Quests
Hard world difficulty (Monsters start out +2 levels. Should push some of our newer players without boring some of our vets)
Dense monster frequency (Danger is my middle name.)
Fast pacing (Again, I want everyone's 50 turns to mean something and be able to accomplish a lot.
Moderate Magic Strength
Moderate Resource Frequency
More Often Random Events
AI
4 opponents
Challenging Difficulty (Maybe Hard, but up to everyone else. I like the struggle being to tame the world and conquer wildlands. Don't want the opponents to be pushovers, but my definition of easy might not line up with everyone else).
Conquest and Master Quest victory conditions only.
I would have to hand pick some opponents so my custom factions don't end up in the opponent mix, cause I don't think that would work with save game shipping.
Faction
Empire
Quendar (Fire resist/cold vuln, Train Slaves)
Archers
Cult of a Hundred Eyes (Spiders!)
Flesh Bound Tome (Eat the slaves!)
Master Scouts (Fuck the fire swamps!)
And yes, the Sov would've been the initiator in my scenario, but we can go this direction instead.
I don't follow you here.
Also, since I'm not certain of the skill level of everyone else playing, do you want Challenging or Hard for the opponent AI?
Hard on the current AI can be challenging, if you let them have time to build up. They occasionally surprise me, like when the blood season came up and Urxen actually had chainmail'd units before anyone else and summarily whomped my C-team. B-team came in and cleaned up, but it still took me off guard!
I am fine with either, though I would lean toward Hard.
Challenging is what I normally play at to be honest. I would be 100% fine if we could go with that, but don't mind going harder if the group would prefer.
Huzzah! Looking forward to seeing this bad boy off the ground! I won't be available for my contribution until Monday at the earliest, but don't let that slow you down!
Have we decided how we are trading off the file? How big is a save file, anyway?
Is this the main Fallen Enchantress thread? I'm eyeing the expansion thing but am unsure whether it's worth the money or not. I like Fallen Enchantress, but at the same time I never have any idea of how to play - all my years of Civ condition me to do things that I suspect are actually shooting myself in the foot in this game. And for 15€ there's a lot of other games one can get...
This is the one and only thread, yes. Also the expansion is totally worth it. It adds some fantastic changes to tac combat and makes some major changes to game balance and some overall mechancis that really tighten up the game as a whole. Plus it runs better AND looks better, and the AI is improved. More maps, more monster types, every faction gets special abilities, all weapons have special abilities.. There is literally no part of the game that is not improved. Pre-ordering gets you beta access via steam immediately.
As far as 'how to play', you can get a lot of help and advice from this thread.
Hm. I see. I'll think on it, then. I like this game, but with replacing my power source and external HD this month is already expensive as is...
And by the way, a question I get from reading the product description in Steam. So if someone got Legendary Heroes only he would also get everything in the first one, no need to ever get the first one?
Also correct. If you own nothing and buy Legendary Heroes, the game is playable and you receive all the content of Fallen Enchantress. Though, since the sandbox mode is where it's at, there's little enough reason to actually ever launch Fallen Enchantress itself. Just play LH, unless you're desperate to experience the campaign scenario in FE.
But you needn't own FE first. LH stands on its own.
Oh, I already have the first FE. I was more thinking of it from the perspective of it being a mite unfair to the ones who already had it. A good thing they give it half price to those who already had the first because otherwise I'd be seriously calling bullshit here (even so, we technically are paying more than a newcomer would, but it's less ripoff).
Yup, we've been through this earlier in the thread. It's sort of the way of things with expansions. Look to any of the Blizzard Battlechest deals for WoW or Diablo or such games, or any game with a multitude of expansions. The later you get on board, the better of a deal you can usually get.
I get maybe a free hour in the evenings. That may change soon, but for now I'm just going to do what I've been doing: Living vicariously while at work through other people playing a vidyagame I enjoy.
Posts
Ok so... Instead of renaming a hero for yourself, you just crank out a henchman and name that? Am I understanding this correctly?
In the interest of playing something completely different, I will let everyone else put together the sov/faction, though I think we should avoid traits that we always pick. Let's make this game be... FOR SCIENCE!
Though I do kind of want to play with spider units. Never done that before and it seems fun!
A huge world was suggested, but that game would be extraordinarily lengthy, and some people may be playing on a system that will shit it's electronic pants playing a map that size. I would probably suggest medium to large at the absolute most, to keep the game from being obscenely long, and to make sure there's no technical hurdles.
Quendar Blood and Slave Lord was suggested. It's not something I personally play with often. Quendar sounds good, but slave lord is 2 picks. I think it would be a bit more interesting to spread points around on a variety of picks.
Cult of a Hundred Eyes is certainly an interesting option, and we'd be able to make hoards of slave and spider troops for great swarming.
Other ways it might be interesting to take things: Archers, to have elite bowmen behind our wall of meat-fodder. Binding for maximum menagarie of strange and expendable troops (slaves, spiders, shard elementals). Death Worship, cause I just don't play with it much. Wanderlust for a shitload of quest maps, and a couple decent items.
I'm resisting my urge to go with enchanters, because I always pick it, but I'll throw it in if it's broadly asked for.
I would avoid all traits that are "start with blah blah tech" as being resoundingly boring.
We also need a faction weakness. I'd probably go with Rebels or Vulnerable to Magic. If we don't go with Archers, No Ranged Weapons is easy enough to cope with. No Armor would make the game "fun". Uneducated is probably the only weakness I would strictly avoid, unless the point was used to purchase the Scholars trait and see previous point on my feelings for that.
I go with a melee sov so often (and caster traits were suggested) that we should probably do a mage type if there's no objections? It will make the early game a bit more tense, too.
I've had suggestions for Air, Fire, and Earf. After our previous discussions about what a go-to magic Earf is, we can either avoid it as a crutch or take it as a crutch. :P Air is fine. If we're playing with Quendar, death is very tempting, and might make a fun theme with spiders, slaves, a cruel sov (weakness?) and oppression helps offset rebels. Fire would be an acceptable alternative.
Warlock is the profession of choice for casters. Attunement and/or Brilliant would be smart picks. Procipinee's Crown is tempting, as is the Staff of Souls.
Thoughts?
Walls of Spider & Slaves & Undead in the front, and then we focus our real military on elite archers are trained mages?
And yeah, for whatever reason I never have played with the enhanced bows, so that would be fun.
So, replace the Scouts in Khade's build with the improved bow choice, and that looks good to me. I always play a summoner, but I know a lot of people here generally don't and it could be fun to see how that works. The rest of those abilities I have never used :rotate:
Oh, and if we do go summoner, Procipinee's crown is really powerful in that the summons no longer cost mana maintenance (usually cost 1 per creature). This way you are only paying the summoning cost and you are free to buff the sov with any and all enhancement spells you come across.
What about the one that lets troops come out at a higher level? Coupled with a fort and the veteran trait, we could be pumping out lvl 4 spiders/slaves in no time at all! Err, can you pick traits for spiders? That would be pretty sweet.
This is a tough call but I would probably go with Flesh bound. The full menagerie would be amusing, but slaves & spiders and sacraficing them with the tome spells is such a great theme. I'm totally open to the menagerie option, too, though.
I don't believe you can, no.
Alternately, go to the Workshop from the main menu, and there's a Faction Creator button there.
Faction
Empire
Quendar (Fire resist/cold vuln, Train Slaves)
Archers
Cult of a Hundred Eyes (Spiders!)
Flesh Bound Tome (Eat the slaves!)
Master Scouts (Fuck the fire swamps!)
Sovereign
Air 1
Death 1
Summoner
Attunement
Procipinee's Crown (Upkeep-free summons!)
Brilliant
Cruel
World
Medium Size
Balanced Map Type (thought about ravaged, but us having master scouts might be too much advantage - lots of rough terrain)
Many Wildlands
Very Fast Production Pace (I like the idea of things being able to change drastically in your 50 turns)
Plenty of Quests
Hard world difficulty (Monsters start out +2 levels. Should push some of our newer players without boring some of our vets)
Dense monster frequency (Danger is my middle name.)
Fast pacing (Again, I want everyone's 50 turns to mean something and be able to accomplish a lot.
Moderate Magic Strength
Moderate Resource Frequency
More Often Random Events
AI
4 opponents
Challenging Difficulty (Maybe Hard, but up to everyone else. I like the struggle being to tame the world and conquer wildlands. Don't want the opponents to be pushovers, but my definition of easy might not line up with everyone else).
Conquest and Master Quest victory conditions only.
I would have to hand pick some opponents so my custom factions don't end up in the opponent mix, cause I don't think that would work with save game shipping.
And yes, the Sov would've been the initiator in my scenario, but we can go this direction instead.
Don't you need a weakness here as well?
I don't follow you here.
Also, since I'm not certain of the skill level of everyone else playing, do you want Challenging or Hard for the opponent AI?
For "Take henchmen, name them for successors."
Challenging is fine.
I am fine with either, though I would lean toward Hard.
I think Challenging is fine. The AI isn't very good in my handful of games so far -- the environment is the main challenge.
edit: by the same token, lower is OK too. Follow your heart.
Have we decided how we are trading off the file? How big is a save file, anyway?
As far as 'how to play', you can get a lot of help and advice from this thread.
And by the way, a question I get from reading the product description in Steam. So if someone got Legendary Heroes only he would also get everything in the first one, no need to ever get the first one?
But you needn't own FE first. LH stands on its own.
Yeah. Unfortunately my weekend just ended. Can't go second, can probably go third.