No, you don’t need anything installed prior, just the FE installations.

Make sure you have deleted any leftover folders from the beta if you have any.

Dude…this is too cool!

I just loved the AI in GalCiv2 and from what I’ve seen the AI in FE behaves similarly.

Well this honestly sounds like it could be a ‘good’ sign to me… there is still a bink on the main menu screen (animating the pool in the background). Try removing all the .bik’s from that folder and see if it stops crashing. If it does then something with bink is causing your issues (I’ll try to find out what we can do if that’s the case)

There are some tips like this I wrote for the manual, but nothing as in depth as build or research orders or anything.

A couple quick tips I generally use myself though when I play:

Build (and research) things that increase your production asap, there are a couple techs in the civ tree that globally raise your production per material. The first of them is usually when I aim for first.

Don’t be afraid to rush production when you have surplus money (and get the tech that lets you rush early). Rushing an improvement that will then increase your production can speed your city up a lot.

As for combat, I personally enjoy many many different strategies but the core of all of them is this concept: make sure your trained units complement your champions. If you have a game where all your champions are mages nuking from range, train a bunch of heavily armored-front line troops to keep between your mages and the enemy. If you have a lot of heavy armored melee champions, support them with archer and ranged stave troops to shoot from the back. If need be, keep in mind that you can design your own troops to address their shortcoming (give archers + initiative to offset their penalties ect).

My final advice is this: always have a contingency for if you come across heavily armorer units. These can include: magic damage from spells, elemental damage from magical weapons (or ranged staves), spears or the curse spell. Running into enemies you can barely touch will always end up a bad day otherwise ;)

LOL. No, it’s more like the AI has had many months of feedback from people and it has effectively infinite patience.

Plus, it’ll keep getting smarter as time goes on from my updates and the fact the AI uses your own unit designs you create during the course of your games (by faction).

Yeah, I wonder how much of me being behind was because I focused very hard on warfare early in the match and didn’t hit much in the civilization tree first. Seems like doing a lot of civilization research often and early is the best way to start a game, playing on the harder difficulties.

That’s sort of too bad, the best strategy games allow for many different opening moves to be viable. I also probably just suck at the game though. :)

Worked on the 2nd try, no clue what happened at first…

Ohwell…time to rock

In my experience, geography affects destiny quite a bit.

If I start out with some crystal near by, I’ll rush to charms. They’re devastating. If I have a faction with lots of money, I rush civics. If I don’t have crystal and there’s an AI neighbor nearby, I get leather working.

Excellent! I’m glad to see there are reasons to go after one research path over the others early on. Very cool.

I am really, really pleased with the AI so far. And considering that the AI in strategy games is ALWAYS TERRIBLE, that’s kind of a big deal. Congratulations to Brad and crew.

That’s kinda how I start all my games. I avoid conflict if possible for a while, and get some research done and build some “backup” before I really head out in to the wilderness. :)

A ‘rush’ strategy can work too, but you have to be really aggressive early to go with your tech specializing. Also you have to watch out, some of the warfare techs wont help you until you have a steady stream of metal, which is hard to do early.

If you really want to try being aggressive and attacking early, try playing Magnar and pumping out slaves. Brad is right also, pay attention to the area around you and adjust your techs/strategy to fit them. You don’t HAVE to (and early game can be similar if you go economics either way), but it will optimize your play for that game.

1.01 in the works
http://forums.elementalgame.com/434823

Enjoying the game a lot so far. I’ve played around with a few of the betas, but this is far beyond those, let alone Elemental. Still getting everything figured out gameplay wise, but so far I’m having a decent game as a variant of Magnar. I have the train slave advantage, but I also took bows and I’ve been training up a vast army of slave archers.

In particular I also love how much more expansive the loot drops are. It was really pretty lame in Elemental how few different items there were, and so far here it’s been rare to even see repeats.

Since they have a chance of being read here a few random complaints, mostly about the interface:

  1. It would be nice to be able to rebind keys. I typically use WASD even in strategy games, but I can’t here.

  2. Scrolling speed seems really off… if I put it at 100, the edge scrolling works well, but arrow scrolling is way too fast. If I edit the file and change the scroll speed to 25 (since the game itself won’t let me for some reason) the arrow scrolling is perfect, but the edge scrolling is way too slow. Those should be synced up better and I should have finer control of the speed setting.

  3. Is there some way to set it up to jump to units with remaining moves like Civ or Warlock? Seems like the interface in general is a few steps behind those games.

  4. Is there a faction editor beyond the “New” button on the character creation screen? I’m sure the files are kicking around somewhere where I can delete them, but I have a bunch of custom factions from beta still showing up and it would be nice to be able to delete them in game.

  5. Scrolling doesn’t seem to work during tactical battles… I have to zoom out and then zoom in on another part of the battle.

The most polished scroll method is the click-and-drag. Left click on the map, hold, and drag around. Scrolls very smoothly with that - I’ve since given up edge scroll after I adapted to it a little bit.

I realize that doesn’t address edge scroll directly, but might give you a good workaround.

Are the monsters supposed to attack / destroy your Outposts? I continually get monsters near them but they never actually threaten the outpost.

Could this be a function of AI difficulty? I have it set to Normal.

After playing so much XCOM and using WASD to scroll, I wish that was an option now, too. :) I’d rather have my hands spaced farther away from each other than using the arrow keys and the mouse. But click-drag has been working just fine, too.

They definitely attacked my outposts in the beta. I’ve been playing the release version on challenging, and they have definitely been tearing down my cities, so I imagine they’d smash outposts, too.

I believe the only way to do that is manually delete them from the Races folder in the FE directory in your documents.

I’m I missing something, or is the Fallen Enchantress scenario beyond terrible?