I haven't seen any problems with fire elementals yet, I will be sure to watch for it this play through.
BlackRainZ
I implemented new code which I came up with for having large units do less dmg to smaller units and heroes actually. I did not go the way of dodge. Not sure if that even is realistic. I don't see how a hero could dodge a large group of soldiers heh. I actually have code that makes units do a percentage of dmg, this way smaller units will still do meaningful dmg but larger units are capable of doing a larger amount of dmg. Armor still of course has significance. A sm
As for militia defending cities, militia are in fact summoned so I think Sean did implement it because I just checked the coreimprovements and militia are in fact summoned to battle.
Sentinemodo, I will give you some examples, in regards to training and drilling, etc. Are you familiar with Romance of the three kingdoms ? I am a huge fan so this is where I get my inspiration from in regards to this. It is true that it takes much longer to develop a elite fighting force but units you are training aren't necessarily elite and also the amount of soldiers being recruited is very low and therefore requires a lot less time. Thousands of soldiers can be recruited in a re
Noticed some problems with the ability bonus options in faction creation so I fixed them. Should I add more weaknesses to choose from and perhaps more bonuses ? Also fixed the [ViewUnit] Go To button and also fixed the backgroundinfo in sovereign creation was showing the wrong thing.
Well, I am glad to have someone finally talk ideas with me so I have an idea what needs to be done. I don't think fire elementals will be a problem here. I think that was related to the lairs right ? Sean had a file that was for lairs only but this mod doesn't use it. I do not use his changes to goodiehuts. I use the normal goodiehuts file but with Sean's changed monsters so that monsters will be challenging but won't actively come after you or grow ridicul
I added the mod to dropbox so there are two download locations. Still considering Nexus. I hope to get a discussion going on what direction to take the mod next. Should I incorporate more things, should I add things, change something, any feedback would be appreciated. Some ideas floating around right now is whether or not to make it compatible with Stormworld. If this is what people want rather than other things, I will look into it.<
I could make some things compatible with storm world. I haven't looked into making it fully compatible yet. It is a possibility but will require time. I could definitely put it on dropbox. I am considering putting it on nexus. It is not yet compatible with modmanager, I haven't yet looked into making it compatible. Not really sure how modmanager works as I have never used it. I will definitely look into it though. Any mod that is compatibl
K, let me know.
Okay, download quickfix for that here: http://www.mediafire.com/download.php?kjgwc98ke7ws0iy Also, made heal cost a little cheaper (20 mana) but it heals less now 35 + 5 per life shard. This spell is really meant to heal champions or small units. Use the army heal spells for larger size groups. Also, I tried something for regeneration but not
Nevermind, I found what the problem was, it is fixed. Thanks for reporting it. I will upload a quickfix here in a minute.
The heal spell works, as far as I know. I have used it, but I will go check for certain. The regeneration spells does not work correctly in tactical combat. I am aware but I have yet to figure out how to get it to work, the code seems fine heh. It should work okay outside of battle though but my memory is blurry on this. Strange about the heal spell, it should be working. What spells do you mean exactly by "regeneration" Just the regeneration tactical and strategic spel
No problem, glad to help. Hope you enjoy the mod and let me know if there are any bugs, problems and\or content you would like to see added.
Hey Gaverm, you have installed the mod incorrectly. Where exactly did you put it ? These files must be placed in your installation directory for the game and must override the game files already there. So for example, I installed my game to C:\FallenEnchantress\Stardock Games\FallenEnchantress In this directory is the C:\FallenEnchantress\Stardock Games\FallenEnchantress\data\Engli
I haven't had time to play too much. Hopefully soon I can play another game and test the balance out more. Hopefully the balance is pretty good right now though. Since no one has really asked for any new features I don't really have any ideas on anything to add so the mod might not need another update until we get some discussions going on what I should add in or change or whatever.
Okay, I figured out the problem, I made a stupid mistake but it is fixed now. I am uploading the correct version, sorry about that. Everyone who downloaded version 1.3 should redownload it in the next 2 minutes. I also decreased spell damage done to groups.
Hmm. I hadn't actually tried it with the new version yet. I did check most of the files to compare to see what changed and didn't find anything really different. I have been busy so haven't been able to test properly. I just tried to start a new game and it crashed so something is conflicting. Let me look into it and see what is wrong. Hopefully I can figure it out. May be best not to install the latest version of the mod until I can look into what is causin
Hmm. Did you replace the core files with these files ?
Okay, uploading version 1.3. Some fixes here and there. I am sure there is still more work to do so those of you trying it out, please let me know if there is anything. Also, any problems with damage on spells and weapons, I might have to nerf spell damage to large groups a little because it may be a bit overpowered. Changes: Palace will be limited to 1 per faction Festival will give a set 20 growth (the idle aspect wasn't working properly)
Been busy so haven't been able to update but I will be updating this weekend. I hope to hear some feedback from people who have tried out the mod. Also if there is anything not working correctly or a description which is wrong or something. Anything that needs to be fixed, please let me know so I can fix it this weekend. Also, if there is any content you would like to see added, let me know.
Need to update for the new fallen enchantress version, also fixed following things in next update: Palace will be limited to 1 per faction Festival will give a set 20 growth (the idle aspect wasn't working properly) Arena will give 30 growth (increased, was too low) Also no longer limited to 1 per faction Returned Champion armor back to the magic research tree only, the dual requirement isn't working and it is allowing you to build units
Almost up to the fifth in game year. Some of the factions are fighting each other. Starting to get into mid game now so I will be able to determine whether dmg and resources and such are well balanced.
Hey, that is the exact kind of critiquing that I want. I want to make an immersive game and that means finding creative ways to do things. Your right, life magic should be special and I think the way I did it adds flavor. Death mages aren't actually healing units per say but are using their own life force to heal which I think is pretty cool heh. Assuming it works as it is supposed to which I think it will haha. I am still playing my game as a kingdom player and it is going to be a long g
I hope those spells satisfy you kongdej, I added both life, death and neutral spells heh.
Of course, cities already give regeneration by level. However, this does not help me. That is a set number. I need to be able to do it by percentage. This is what I have been trying to do. I know how to make a city give regeneration, just can't figure out how to get it to do it by percentage.