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Surviving the world of the Fallen Enchantress

Surviving the world of the Fallen Enchantress

The land is your enemy.

Keep remembering that. Because once you treat it as such, your odds of survival greatly increase.

As the person who programs the computer AI in an attempt to survive this world, let me share with you some hard won tips:

#1 DO NOT GO OUT ALONE

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Recruit. Recruit. Recruit. Find champions who will join your side and go out into the world.

#2 THE CREATURES OWN THE WORLD

The creatures of the world are territorial. This matters because they are not randomly wandering around. They have a territory and they will defend it. You may not see that territory at first but over time, you will recognize it and respect it. When you create a settlement or simply trespass through their territory, they will react.

#3 DO NOT LET THEM MULTIPLY

Over time, the monsters who have explicit lairs will multiply and grow stronger. That exiled butcherman that’s in the wastes near your city? He’s going to be building up just like you are. Leave him alone and pretty soon you’ll have their entire medieval criminal syndicate knocking on your door.

#4 USE THE MAGIC

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This should be obvious but from watching others play, I don’t think people realize how powerful magic is in Fallen Enchantress because it’s not all pew pew magic.  My personal favorite is Haste early on.

# 5 FLANK FLANK FLANK

If you run into enemies with missile weapons (archers for instance) learn to flank. Units have a kind of..area of control that is subtle. You can’t simply bypass them but instead have to go around. Similarly, if you have the archers, space your units such that your melee units can act as screens for the enemy units because they will definitely want to take out those archers.

#6 THE MONSTERS WANT THEIR STUFF BACK

The hardest thing I’ve had to deal with in writing the computer AI is unlearning bad habits. Steamrolling is not your friend. While I (or the early AI) tried to do this to other players, the monsters I had ignored earlier had grown up and started destroying my cities. And they don’t occupy cities. They’re monsters. 

#7 The Wild Lands are NOT a short cut

You will ignore this and then understand what I mean.

#8 DO NOT MINDLESSLY THROW ARMIES AT MONSTERS

Biggest mistake I’ve seen in new players – trying to “wear down” monsters by sending army after army at them.  Kill them or don’t try. Because, like you, they level up.

#9 REMEMBER: FROM THEIR PERSPECTIVE, THEY ARE THE CUSTOMER, IT’S THEIR GAME AND YOU ARE A GRIEFING THEM

The monsters in Elemental: FE have been written as if they are the main characters. That is, they have all the capabilities you do. They go up in level, gain new abilities, can get loot, etc. If you’ve ever read the original “I am Legend” you will understand

#10 RUSH EXPAND AT YOUR OWN RISK

The #1 AI challenge in FE has been how to write the computer players in such a way that they expand but don’t end up losing tons of pioneers. It is an ongoing effort. Do I send 3 of them with a couple of bodyguards so they can expand in single swoop or do I send them out to try to sneak past the monsters?  And if I do send them out, am I ready to quickly defend that city?

#11 MONSTERS ARE SHY OF YOUR TERRITORY

Seeing civilization scares them. They will tend to stay out of your area of control. Use that. They won’t attack caravans that are in your territory.

#12 USE OUTPOSTS

FE has a new game mechanic called Outposts. They’re not cities. But they allow you to expand your zone of control far and wide. The resources will then flow to the nearest city letting you create a handful of super cities. It is better to have a few mega cities than a bunch of crappy ones (each time you found a city, your faction prestige is spread further out which slows growth in all cities). It also lets you claim land.

#13 PICK YOUR BATTLES

You and your AI opponents are able to trespass through each other’s territory. However, you can kick them out and they will remember it. This is both good and bad since they are likely to find another way but they may just declare war on you. The AI is the same way about you and may let you cross their territory or tell you go get out. (and this behavior will grow increasingly sophisticated as times goes on).

I hope this helps you survive!  Also, if you have a bad experience with monsters, you can lower the world difficulty which will make them a lot tamer. Or if you’re insane, you can put it further up.

Good luck!

126,961 views 42 replies | Pinned
Reply #26 Top

Thats true. Item #5 has language relating to tactical battles. We'll soon see :~)

Reply #27 Top

Quoting juryal, reply 25
Was Frogboy talking about area of control on the strategic or tactical map? I assumed he was talking about tactical combat.

 

That is what I thought as well. But these other questions have got me thinking that something on the strategic map would be cool to at least think about doing as well. Assuming of course, that we are correct in assuming he was talking about the tactical only.

Reply #28 Top

#9 REMEMBER: FROM THEIR PERSPECTIVE, THEY ARE THE CUSTOMER, IT’S THEIR GAME AND YOU ARE A GRIEFING THEM

Will they be wanting their money back if we constantly reload after we lose a fight? ;)

Reply #29 Top

I hope we can build roads to Outposts. Their function as troop garrison would be limited if not. Would be nice to station troops in an outpost which is positioned such, that units can readily deploy to nearby cities.  Not be tangled up in forest undergrowth etc. Is natural for there to be roads to Outposts. Would be odd to not have them. 

Actually, I'd really like the ability to design our own road systems. WOMs caravan routes take the looooong way around sometimes. 

Reply #30 Top

Quoting WhiteElk, reply 29


Actually, I'd really like the ability to design our own road systems. WOMs caravan routes take the looooong way around sometimes

 

Oh yeah I definitely agree on this one, often I'm like: Go take the straight line... be a nice caravan.. no.. no...NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO :'(

Reply #31 Top


Nice read while waiting for the beta. Thank you, Froggie!

It looks like this game will have a great feel to exploration, fighting for new land and ressources, and finally the map will not be urbanized totally in a few turns. God damn, I can't wait. I'll do my best beta-testing! :)

Reply #32 Top

Anyone else get a very heavy Rise from Erebus feeling from this? Could have sworn for a second I was reading a post by Valkrionn.

Reply #33 Top


# 5 FLANK FLANK FLANK
If you run into enemies with missile weapons (archers for instance) learn to flank. Units have a kind of..area of control that is subtle. You can’t simply bypass them but instead have to go around. Similarly, if you have the archers, space your units such that your melee units can act as screens for the enemy units because they will definitely want to take out those archers.
Oh, flanking is in? Awesome. From Derek's descriptions of thing it sounded like there would be no real tactics at all.

Overall it sounds like the game favors players who play the long game. This is good because that's what I want, but reinforces my suspicions that Pariden will be overpowered.

Reply #34 Top

Quoting BoogieBac, reply 12

Quoting jecjackal, reply 11the bandits in that game are irrelevant after ~100 turns. Its good to see that emphasized.  Yeah, I can assure you that creatures stay relevant (and a pint in the ass) up until end-game....and beyond if you turn off all victory conditions

 

Make sure you don't go the Oblivion leveling system route.

Reply #35 Top

Quoting WhiteElk, reply 26
Thats true. Item #5 has language relating to tactical battles. We'll soon see :~)

 

Brad said he barely worked on it so don't get your hopes up. This isn't a dig at Brad, but to make sure people know that it'll still be braindead like WoM 1.40 is

Reply #36 Top

Also, an idea if any of the devs are still reading this (please god read all of the comments especially mine ;p )  

 

You should add a bandit/mercenary system similar to Sins but tweaked in a way where there isn't a timer.. like if you have a trait you should randomly be able to get an option to let you hire them out to attack someone.. for example

Bort the bandit says, "Oi, for a bit of coin, me mates will frazzle your neighbors. "

Pay 500 gold

Kill Bandit

 

Killing the bandits should offer a reward too, like your neighbors who you aren't at war with appreciating it and thus making them like you more plus you get the treasure they have.

It's probably too late for a rep system anyway

Reply #37 Top

Damn I have amazing ideas. Y'all need to hire me.

Reply #38 Top

This sounds very cool. Monsters sound like they will be as much of a threat as the AI at times.

I do wish that there were slightly more civilized monsters as it were. Say for example, a band of highwaymen or bandits might be able to take over an outpost. (or perhaps a size one city)

Maybe they could serve the role that minor factions used to have in a way.

 

Bandits in an outpost could be a tough nut to crack. :)

 

Reply #39 Top

Quoting solidsmooky, reply 35

Quoting WhiteElk, reply 26Thats true. Item #5 has language relating to tactical battles. We'll soon see :~)

 

Brad said he barely worked on it so don't get your hopes up. This isn't a dig at Brad, but to make sure people know that it'll still be braindead like WoM 1.40 is

It's not really related to WOM 1.4 since the systems are so different. It's just been set up so that it "works".

Reply #40 Top

Definitely like the sound of solidsmooky's idea's about bandits..... It's no fun to work really hard to clear an area, only to have it then be boring for the remaining 500 turns because you killed everything there.  If that area doesn't get settled/civilized by something, then after a while, I hope some sort of monsters of bandits would re-inhabit it.  (Obviously not within a few turns of clearing the area, but 50 turns later, 100?)  No idea if they have a system like that or not, but it would be fun.  Also like the part about possibly hiring bandits, or killing some for (small) relations boosts.  And having them secure an outpost that you didn't defend well enough and hold it against you would be pretty cool as well, like Thormodr mentioned.

 

As to what you said about a "rep system" solid, if you mean a list of reasons why factions like/dislike you, then they do have something liek that, from a screenshot I saw on here somewhere, it reminded me a lot of Civ 4.  Is that what you meant?  I'm sure it wouldn't be hard to add "killed some dangerous bandits near us" for +1 to relations.

 

Note to self..... learn how to mod games....

Reply #41 Top

Quoting Istari, reply 39

Quoting solidsmooky, reply 35
Quoting WhiteElk, reply 26Thats true. Item #5 has language relating to tactical battles. We'll soon see :~)

 

Brad said he barely worked on it so don't get your hopes up. This isn't a dig at Brad, but to make sure people know that it'll still be braindead like WoM 1.40 is

It's not really related to WOM 1.4 since the systems are so different. It's just been set up so that it "works".

 

owl be the judge of that!