Trying this mod out why do all of the races now have #letter next to them now? Such as #E, #K...etc?
auboy105
How is that possible if they use the same unit_stat file?
Is this mod no longer compatible with FE 1.8?
Is this compatible with Necromancy Revamped or DConstruct?
Is this compatible with Demons and Wizards?
Will you please fix AI factions just wandering around and never settling their first cities and thus never settling at all? This has never been fixed. :( I have saves if you need them!
They just wander around the whole game until they are killed. What causes this and how can it be fixed? I have seen this in every version of the game! Now when you see monster kills faction pop up it us usually because of this. Easy to see now just CNT U turn before you see this message and you will see they are running around having never settled!
Any ETA on the next update? Great mod can't play without it! :)
Anyone else still seeing this? 1.4
[quote who="StevenAus" reply="1" id="3411837"] Does it block further enchantments, or does it allow further enchantments but just can't show them on the city bar?[/quote] Honestly I don't know yet I haven't reached that many spells yet for now it just shows 6 slots :)
They just wander around the whole game until they are killed. What causes this and how can it be fixed?
Ive got 9 essence with a mod in one city but it only allows me 6 slots for enchantments?
Thank you Frogboy!!! One of our number one gripes! Monsters moving first is a great start to fixing this!
There is nothing more annoying than losing years of city building to the razing of a monster or enemy. Why not have the city be abandoned and population destroyed but everything that has been built still standing as ruins. A player could then come in with a pioneer and resettle to slowly grow the ruined city back to its former glory. Or at least have this as an option rather than poof gone?
Ever going to be fixed? And still no city idle popup warning? :(
[quote who="Tuidjy" reply="9" id="3277067"]I do not see a problem. If someone tells me 'implement a 20% reduction of magic resitance" I will multiply the MR by .80 If someone tells me 'decrease the magic resistance by 20' I will subtract' 20. Combine the two, and you get an effective -16. Just what it says on the tin. Given that the chance to resist a spell is (100 + targetResistance - casterPenetration) / 100
Still not fixed in the upcoming patch?
Magic Resistance Weakness not fixed? https://forums.elementalgame.com/436145
[quote who="Schweiz" reply="6" id="3271605"] Quoting auboy105, reply 5Er so your saying it is working as intended? Probably not. Just some wonky effects of algebra. Quoting auboy105, reply 1Also they both say takes away 20% resistance but one takes twenty points away and one adds 20%! Empire Ability weakness adds 20% Sov Ability weakness takes away 20 points Some effects confuse me whether they are additive or multiplicative. Like I wasn&#
[quote quoting="post"] I'm curious about which nations people really enjoy playing and why out of the default ones, not custom made. Do you like it do to it's abilities? Or maybe it's leader? Or it's story? My favorite is Kraxis. I have a number of reasons I like them. I like they idea of them being cousins to the New Pariden Amarians, but were stuck on the other side of the Henge(bridge that connects the East an
Unbalanced
[quote who="JaboJoggins" reply="2" id="3271361"]I observed this as well. It is a weird multiplication, where if you spell resistance is already negative, adding more negatives makes it a little more positive. haha clear as mud. I guess two wrongs do make a right. [/quote] Er so your saying it is working as intended?
Also they both say takes away 20% resistance but one takes twenty points away and one adds 20%! Empire magic resistance weakness adds 20% Sov magic resistance weakness takes away 20 points
Isnt this backwards? I edited it to +20 in the xml and now it works correctly! -3.8
Thanks Brad much quicker and smoother game for me but lots more crashes though! Are the 1.01 changes included in this? I noticed that my production times were different and I figured it was this change: 1.01: Changing the game pace now also modified production times