Werewindlefr

Werewindlefr

Joined Member # 2728610
28 Posts 717 Replies 14,432 Reputation

[quote]otherwise the skipped turn eliminates the entire benefit.[/quote] Because of the way armor works, double attack means more than double damage against armored units. Crushing Blow is very good against high armor units. Bottom Line: You seriously underestimate Crushing Blow. It is much better than what you make of it.

34 Replies 102,252 Views

[quote who="Kestral2040" reply="4" id="3333145"] I'll get this feedback to Derek, I agree that there could be a little more 'sizzle' to the warrior tree in particular. It's very very good (those attack bonuses are really good, if not exciting), but it could be more interesting[/quote]Look at the Defender one too. It's just as boring.

101 Replies 321,556 Views

[quote who="Nichtganz" reply="20" id="3333072"] Swarm just gives defense reduction and an accuracy bonus to the attacking unit i think there should be a counter swarm effect when units are adjacent to one another, like a defense bonus to counteract swarms effect.[/quote]That's what Frogboy says, but not what the code says (and I think the code has the final word here :p).

37 Replies 173,760 Views

Dear Stardock, There's an old bug that dates from Fallen Enchantress that is still in the (Legendary Heroes) game, and I believe it should get a fairly high priority. When someone is in the process of building a 1-per-game building (a.k.a "World Wonder"), no one else can attempt to build it. It could be "working as intended", which would be really odd (and very exploitable), but I believe it's not...

11 Replies 10,878 Views

Some code (taken from the CoreSpell.xml file) : [code="xml"] Swarm Bonus When a unit attacks, they get a bonus from allies that surrround their target. Unit UnitEnchantment T

37 Replies 173,760 Views

[quote who="abob101" reply="13" id="3332111"] And yeah agree, it's a good minor boost to milita that works well. Brad take note just steal this mate. [/quote] More than that, it replaces that silly and horrible "best 1H-blunt weapon" system, and instead gives more believable town defenders that don't end up geared with ultra-rare artifact armor and weapons.

26 Replies 95,686 Views

[quote who="abob101" reply="7" id="3332063"] Not for LH yet obviously but just in case you're not aware there is a mod for FE that adds some armor to militia: https://forums.elementalgame.com/437988 Probably not quite what you're after but in the ballpark.[/quote] That's an amazing hack. It should be integrated into the base game. And adapted a bit it's totally what I'm after.

26 Replies 95,686 Views

To be honest, i don't necessarily want something super complex or time-costly. I would be satisfied with a system where the automatic city defenders are replaced with a few chains of buildings+upgrades, which is quite simple to implement in a few hours with the current mechanics. That would allow greater control over the type of defender that shows up, both for the devs (no more lightning hammer peasants) and the players (*I* choose to invest in heavy town guards or not, or cities archers

26 Replies 95,686 Views

I don't like the "best available" concept either, though. Plate is an elite troop thing, not a town guard standard issue uniform. Especially since the best plate is a magical artifact (champion's plate) and I think groups of champion-plated city guards would be worse than peasants with lightning hammers. But having access to leather and chain in some circumstances, and spears/boarspears/mundane pikes depending on city size and maybe technology would be a good idea. I'm not

26 Replies 95,686 Views

[quote]Added support for spells that are multiplied by the count of units in the casters stack- This is used by abilities like the Quendar's Flame Tongue ability so group of trained units can use spells.[/quote] Fi-fucking-nally :D :D. I can finally make interesting staves for mage units. [quote](axes still backswing)[/quote]Derek, in order for backswing to be an interesting ability instead of the half-baked, weird thing it is now, it must trigger indepe

62 Replies 104,552 Views

There's one thing that I've always found awkward in Fallen Enchantress: the way the "city defenders" system worked. It could use a lot of improvment. Basically, naked peasants with lightning hammers feels weird, doesn't give any choice for the player to make, and in general isn't very interesting. The point of having city defenders is to make every city invasion difficult and epic, a certain resource commitment. But giving basic peasants the best 1-handed blunt weapon

26 Replies 95,686 Views

The truth is, the mod is/was quite ambitious and very time-consuming. I stopped contributing out of frustration and the immense amount of work I had to do to make a few things work or overcome the strange limitations of Fallen Enchantress. Right now, you can only make mods that go beyond the addition of "simple"* content that doesn't depart to far, mechanics-wise, from the core of the game. As soon as you try to obtain an effect that does something slightly different from whatever's a

856 Replies 2,035,056 Views

[quote]Sure if your one of those who has to mid max everything, The fleet system is a godsend later game. It feels unusual at first but its 1000% better than what we had in SoTS1. [/quote]I don't have to "min-max" everything, I just hate having to go through dozens of clicks and menus for simple action (with poor readability of what's going on, too), something that SotS 2 makes me do all the time. Yes, SotS 1's traditional approach had issues, but in my opinion they create a

27 Replies 84,112 Views

[quote]The Strategic AI is actually getting good now (no more indebt ai and they expand like crazy).[/quote] I put this in the "the bad" list. 16 months after release, the tactical AI is getting slightly less braindead. It still sucks horribly, it just sucks less. Yes, usually, 4X AI isn't all that awesome, and giving the AI a boost to its economy ('cheating AI') is usually required to make it really competitive. But it does put up som

27 Replies 84,112 Views

[quote who="rlane48" reply="93" id="3283318"] Quoting Werewindlefr, reply 91 With spears, it's easy, and I have made many cool melee triggerd abilities. However, I said staves. As in ranged weapons. And it doesn't work since there is no meleeappliesspell equivalent and 'ranged attacks' abilities don't work that way. Oh, I gotcha -- I was under the impression you wanted to melee strike with staves. [/quote] &nbsp

96 Replies 314,974 Views

[quote who="rlane48" reply="87" id="3283268"] Quoting Kalin, reply 68 Quoting seanw3, reply 63 No, it's impossible to do. Werewindle's brain exploded twice trying to accomplish it and I am the one that has to reassemble him. Please don't tempt him to try again. I am running out of sprockets. Wait, which part are we talking about here? If you mean you can't get it to apply on normal hit, then yeah, the only one that seems t

96 Replies 314,974 Views

[quote who="Kalin" reply="62" id="3282180"]This should be a relatively easy thing to do, both dot over time and damage scaling can be done. Try looking up the spell infection or dirge of ceresa... [/quote] For activated abilities/spells, the casting unit has a group size of 1 during casting, regardless of its actual group size. This was probably done with some specific idea in mind, but that makes a whole lot of ideas (spellsword units, less basic staves...) impossible to implem

96 Replies 314,974 Views

[quote who="Heavenfall" reply="23" id="3281248"]That's different. They've clearly put huge effort into making sure the variables are moddable. We should not be ungrateful about that, because it is a great accomplishment if you compare it to other data-driven modding approaches to other games. [/quote] Yes, which makes Fallen Enchantress a moderately moddable game only. We will never see a mod with the scope of Fall From Heaven or Alpha Centauri

96 Replies 314,974 Views

[quote who="Stuie_" reply="8" id="3272019"]How about: 1. Remove the unit editor. 2. Develop interesting unique units for each faction.[/quote]I actually agree with you a lot. I think one of the issues of Elemental is that the unit customization feature wasn't well-integrated into the game. It adds very little from a tactical/strategic depth point of view, and has a lot of shortcoming. It feels like the whole game was built around it but the implic

24 Replies 16,739 Views

My turn. I have a question. I've been trying to make the damage from the magic staves for trainable units have a secondary effect, such as ongoing burning damage for fire. From what I understand, it's not possible to do that with just the standard ranged attacks that those staves use, so I made those staves give access to spell-like powers. But it looks like Unit_GetTroopCount is always 1 for castable powers! Is this normal and is there a way to circumve

47 Replies 35,290 Views

Frogboy, you wrote on this forum, a couple months ago, that there would be a python API if the game was doing well. According to your recent messages - it is. While we're not entitled to this and it wasn't a "promise", it's still a feature that has been put forward for years. The current modding system has quite a few restrictions that limits the amount of interesting content we can add (there's lots of ideas for Master's Afflictions that Sean and I have to discard

38 Replies 26,855 Views

[quote]I think the strength of the world still starts too high[/quote]I'm not a good 4X player, or strategy player in general. I don't color the whole map in my country's color at Crusader Kings II. But I still manage to do fine at this mod on normal/challenging.

856 Replies 2,035,056 Views

We are going to add more than just "balance". But I don't think Seanw3 has any 3D designer skills, and I certainly don't, so there won't be new models or textures. Also, because of the atrocious limitations of the FE modding engine, there's only so much interesting, genuinely new content we can add. We'll update the mod a bit more slowly, with mostly bug fixes, tooltips, balance fixes. But behind the scene, we're redesign

856 Replies 2,035,056 Views

[quote who="joasoze" reply="20" id="3270406"]If you think that the factions play the same, you havent played the game enough. You sound like you want to elevate yourself more than improving FE.[/quote]There's one faction that actually feels different to some extent, it's resoln. All the others have minor differences at best, because the concepts weren't explored fully. I don't think the arcane monoliths are such a difference. A really flavorful Pariden would be all abo

80 Replies 222,208 Views