Thanks!, ill play around with it and see
tamides
1. Yes, But unsure how this would be accomplished. 2. No, I like the danger. 3. Yes, I do see AI getting attacked, but seems to me that they do get a free pass too often. 4. No, but it does happen now and then. 5. No, I retreat and regroup.
Yeah, I used the picture Brad used, and it was named Sion .. but this picture is from the old website, from long ago, perhaps more accurate and thanks Xia :)
Perhaps someone who has read the book or books know more about Sion's ? and their role in Elemental
Brad posted this in 2010, not sure its still relevant in FE .. but it does paint a very drifferent picture than the Sion that are in the game now, I want Sion to be rare, powerful and very dangerous. "There are also the Sions but they’re not a race as much as, well, children of the sovereigns. The sovereigns are channelers but their children aren’t. Channelers have a very long life (hundreds of years – they’re effectively immortal in our game but they&rsq
I was hoping you did :) perhaps after the game is released more info on modding is released
This is the basic Race Race_Type_Urxen Resource Mana 1 But how to add so unit can only be built in a fortress at lvl 3 .. as an example Edit : Typo
When trained at a fortress they do not get their level up perk.
Yes it happens on turn 2 on Normal and higher difficlulty, regardless of world diff, i hope they remove it or add something else than a Path
On the map i had "/cheat" on and FOW off, the 7 Sov's on the map all had Path of the Warrior and Merchant .. on Hard and all but Markin was level 2 Ceresa and Procipinee with Path of Warrior is just plain wrong regardless of level :)
On Hard, Large Map
[quote who="Frogboy" reply="5" id="3226631"]I am pleased to hear that you liked War of Magic. However, Fallen Enchantress is a different game. Different designer. Different development team (for the most part). [/quote] I am curious about your opinion about these ideas 1. A option to set how sparse/dense the amount of fertile land distribution during creation of a game. <span style="color
[quote who="Supreme Shogun" reply="7" id="3226689"]I gotta just say I hate those ideas. I don't think having champions able to cast is a problem. Nor do I think there should be a penalty for it.[/quote] I am curious what you hate about the non champion ideas, would you like to elaborate ?
[quote who="Frogboy" reply="5" id="3226631"]I am pleased to hear that you liked War of Magic. However, Fallen Enchantress is a different game. Different designer. Different development team (for the most part). [/quote] I know this :) , but that mechanic of WoM just made sense, and had more atmosphere than the mechanics of FE right now. I am not unhappy with FE, quite the opposite, but the changes and additions in my original post j
Return to the roots Have Sovereigns be the only ones that can cast spells, remove all spells from Champions + henchmen, and re-introduce the Imbue spell again, with the penalty of sacrificing a shard , type of shard sacrificed determines spell ability of the champion. (Enchantment books must then be removed) Remove Pioneers!, have the Sovereign be the only one who can awaken the land enough for a city to be founded,<br
3. Individual auto combat option in tactical combat. Say you have 3 units on your side A champion, group of archers and a Ice Elemental Currently if you enable auto combat, they will all react and play out their turns. What I want is this Champion (Manual, so i can be more tactical with him/her) Archers (on auto, dont really care what they shoot) Ice Elemental (Manual first turn to cast slow then on auto c
1. A option to set how sparse/dense the amount of fertile land distribution during creation of a game. 2. A option to set how sparse/dense shards and resources will be at start location. 3. Individual auto combat option in tactical combat. 4. Individual or global ON/OFF auto spellcasting in tactical combat. Important to me!, is it to you ?
Sounds good :) Could you tell us how Beastlord will work ?
Iv been testing out your mod for a few days and it rocks :) Finally options matter more!, and the channelers feels more solid and varied. (Bandit Lord is now a very viable start) What i like most about this mod : its BOLD :) Thank you both and i hope you do this for future updates aswell One talent i would have liked is Warg Riders (Start with that tech)
I would like; Umberdroths for Umber
I really dislike snake cities, I do agree with seanw3 that the buildings should be fine tuned and matter more. I posted this and its my suggestion to how cities could work. https://forums.elementalgame.com/419350
Warlord : Adds +1 member to units
A mini patch fixing flame and ice staff units from automaticly leaving a city that is attacked and banning all other factions from using drake lairs would be great :)
I would like to revisit a idea i had ways back. City blueprints. When you create a new city a menu opens and gives you a selection of city blueprints to choose from, basic examples would be; Warhold (A city that give strong bonus to defence, area wide defence and to creation of troops) Tradehub (A large open city, low on defence but has high income and population.) Arcane Tower<