TBS Gamer

TBS Gamer

Joined Member # 2161200
15 Posts 81 Replies 8,180 Reputation

So the base formula for experience in Fallen Enchantress is y = 2.1^x, where x is your champion's level, and y = the experience required for the next level. Essentially this means that experience required increases by a little more than a factor of 2 every time you make a level. So, it progresses something like this: level 5: 41 xp needed level 7: 180 xp needed level 10: 1668 xp needed level 15: 68,122 xp needed

31 Replies 43,990 Views

Excellent catches. Specific feedback with fixes included. The devs couldn't ask for better! On a completely unrelated note... You have created new champions? Give me a link to that file, please! I'd love to look at your work. At the very least, I have added this to my own modded files fixes. Great work and what a time saver to have it all laid out like that. Shannon is Amarian (Pariden) so I made her a kingdom champ. <

5 Replies 15,550 Views

Feedback specifically for FE Ver 1.291: CoreSpells.xml has changes to majesty spell (added), confusion, cloak of thorns, shadow world (and spell of making). All excellent fixes. Especially the AI victory type for spell of making. In my mod I increased the mana cost, but it's getting there. The spell of victory shouldn't cost 1/8th of Curgen's Volcano. *boggle* ElementalDefs.xml has changes to min materials yield to tiles wi

17 Replies 13,358 Views

Feedback specifically for FE Ver 1.291: CoreSpells.xml has changes to majesty spell (added), confusion, cloak of thorns, shadow world (and spell of making). All excellent fixes. Especially the AI victory type for spell of making. In my mod I increased the mana cost, but it's getting there. The spell of victory shouldn't cost 1/5th of Curgen's Volcano. *boggle* ElementalDefs.xml has changes to min materials yield to til

19 Replies 75,861 Views

As of 1.29 I looked in the TerrainTypes.xml and here's what I saw essentially: fertile land and river land contribute 1.5 units of grain to the area around them. (So if there were two "fertile" tiles you might see 3 grain somewhere between them.) Fertile (2 grain) Plains (3 g) Fertile (2 g) forest contributes 2.0 material to the area around it. base essence is 0.15 from tiles, with

106 Replies 322,328 Views

If we are going to annotate all beta changes in one changelog, do you think we could annotate which ones were added in the latest revision? The last time I checked this thread the changes for 1.291 said "unreleased". Just changing that to "new" would be awesome for me. This benefits me because I will know what files you mucked with, and it benefits you because I will know what changes to look for in game for testing purposes... Thank you.

19 Replies 75,861 Views

Here's what I changed it to (in CoreImprovements.xml): Adventurer's Guild Champions gain 3% of a level per season when stationed in a city with an adventurer's guild. It also reduces the cost of recruiting champions by 5% per adventurer's guild built. <RequiresCit

106 Replies 322,328 Views

[quote who="ulysses_31" reply="56" id="3322196"] quoting postBalance Unreleased: Champion Recruitment cost gets gradually more expensive based on the # of champions the player has UNbalanced since this will simply make the adventurer trait a must have (it' already quite OP), or make the use of the "steal siprit" spell systematic to avoid excessive hiring inflation (keep only the best heroes, use the dud heroes equipment & traits - it's still good value).

106 Replies 322,328 Views

On mounted troops escorting a couple of heroes with tireless march... I find charge to be pretty much useless because I'm already crossing the battlefield on the first turn, so in my mind it has a better place as something non mounted troops do at the start of the battle to gain favorable position and a first strike against possibly faster foes. I can respect your "working as intended" point of view though. It just doesn't see much use in

7 Replies 11,050 Views

Charge in it's current form is pretty useless, in my opinion. You usually can't reach your opponent (on foot, without tireless march at least) on turn 1 of combat, and simply end up isolated from your accompanying troops on the far end of the battlefield in first strike range of your AI opponent. Wouldn't it be better if you could charge... when it was a good time to charge? These changes allow a unit to charge (on demand) once every 5 turns. In my experience... most combats are o

7 Replies 11,050 Views

I have asked this same question in at least 2 other posts and so far no one has been able to answer me. I will bookmark your post and check back later to see if perhaps you can get this question answered. It is the key hurdle to being able to completely retool faction customization in a sensible manner.

13 Replies 18,151 Views

Also... if you name your units "Tarth Cavalry" and "Tarth Greencloaks" it will be very easy to see what units are in the My Documents\My Games\FallenEnchantress\Units folder and find the one you're seeking to edit /view /delete /modify.

29 Replies 32,347 Views

Excellent work Kongdej. I will be adding these units to my next game to see how the AI does with them! I am testing my weapons balance mod, but all the same traits and weapons exist in my modded version of CoreWeapons.xml and anything that will encourage the AI to utilize units that have sensible trait combinations will help me test my changes. Thanks! For myself, every game I design a mounted scout with scouting, underdog and finesse using a spear. This unit typically gets a +6

29 Replies 32,347 Views

continued game log for fe1_29 weapons balance changes Turn 158, game functionally over at this point. Concurrently picking away at all 3 wild lands, and 1 war with Krax. The lowered weapon costs worked nicely. Selling weapons as loot is not as lucrative, which is good, AND equipping a hero with current tier technology weapons is also fairly trivial, cost-wise. Spears, combined with finesse trait are wickedly fun agains

8 Replies 15,446 Views

Excellent feedback Murrdox! I agree with your observations about the "turn this off immediately" auto-turn feature, city building progression (much improved!), research pacing (glacial to blazing), combat pacing being a little "fast", and tactical combat variety being enjoyable in the mid to later game wholeheartedly. Keep in mind that at the end of every research tree there are repeatable techs which provide % improvements in every dif

5 Replies 11,621 Views

Your only choice in the scenario you have described is to build troops. One of two things will happen: 1) you will exceed a neighbor AI on power rating and be able to get a Non Aggression Pact (and thus permission to pass through), or 2) you won't be able to exceed a neighbor AI on power rating and you will be ready to attempt to expand via conquest. The NAP treaty doesn't require "alliances" tech from deep in the magic tech tree. In fact,

11 Replies 6,245 Views

Test game, Large random map, 7 challenging AI, challenging world, default settings except sparse heroes playing as Tarth. Starting spot was 4-2-3 grain, materials, essence. Opted for conclave due to essence. The low materials yield and extra +10 unrest from tarth's faction seemed to give me a bit of a slower start. With only Lady Irane and the initial champion and a golem managed to clear out enough safe space for another city and sighted 3 more spots. I gue

8 Replies 15,446 Views

Just what it says in the title. I will copy a small portion of my detailed change logs into this post so folks can have an idea what they are getting into. These changes can be used in a modular fashion (except Abilities and Spells are tied to each other and must be used together or not at all). ----------------- Excerpt from CoreWeapons.xml balance pass change log... Conceptualization: Magic damage and magic resist l

8 Replies 15,446 Views

It is conceivable that you had a unit in your stack with autoexplore "enabled". As far as I know (and I'd love it if someone would clue me in here) there is no way to disable autoexplore once you've hit the hotkey. This keybind will allow your units to pick a random unexplored destination through the maw of the nearest dragon or faction with whom you are at war. Just one of those lovable foibles of the game which should be avoided at all costs. In all fairness, this is

7 Replies 2,629 Views

Brad, I have done my best to give detailed feedback in these two posts: https://forums.elementalgame.com/438225 https://forums.elementalgame.com/439638 but no stardock employee has read them that I can tell. I just ask that you take a look at my discussion of granularity giving more balance

103 Replies 170,974 Views

I played another game with all vanilla settings (no mods, no xml changes) on a large map with 7 opponents. My general preference is for the map to have more essence and thus, I realize, more mana per turn from city enchantments. I STILL believe that the spell Arcane Monolith becomes overpowered beyond a certain mana income threshold, but in order to be useful at the start of the game (when its function as a side replacement for pioneer outposts is

21 Replies 30,051 Views

Excellent detailed feedback. Here's hoping someone from Stardock will read your post or mine or both. Even if they disagree with your gameplay suggestions, more typos and bugs fixed would help the base game shine.

21 Replies 70,720 Views