Here is a little mod that changes buildings. First thing you need to do is add -localdataonly at the end of the file path for your shortcut. Then go to Fallen Enchatress/Data/English/Core Improvements and take out the CoreImprovements.xml file. I like to put all the original ones in a folder together on the Desktop for instance. Now you can take this file and put it in that file's place: Buildings Mod </p
seanw3
[quote who="kapeman" reply="108" id="3104063"]I haven't even been able to get the nine slots filled. Is that the bug you are referencing or the arrow after 9 units issue?[/quote] You have to research techs to open up new slots.
A little demo of an AoE Staff.
I think it is digital download only. There might be an extra $5.00 charge to get a CD. Even so, you will get access to the beta if you choose it. The game is designed to allow modding. That in no way affects the core game though. Just means they know what the hell they are doing.
There could easily be a robe that greatly increases spell resistance. I will likely make one and add it to Shard Harvesting.
You can have 50 units in one army, Bellack. Apparently the 9 slots will fill up and a little arrow appears that will let you scroll right to the next set of 9 slots. The problem is that there is a bug somewhere that is preventing us from doing it. You can also mod things so that any number of soldiers can be in one unit. The limiting factor here is computer quality.
Fireball instantly kills trained units. Even hitting one is worth the cost. You need to plan a well designed Fire Mage before it becomes useful. I can get 4 caster turns before the enemy reaches my units.
When we get fusion powered carriers up and running the energy concerns won't be. Carriers are probably going to combine with the battleship function in future iterations. Like PC and TV. It just makes sense. I'll have to add this to my bucket list.
Pretty sure it's a bug or a rounding concern.
You need to be able to see the data for the calculation of how much damage your spell will do. That seems to be the biggest problem. I want this and the ability to see the likelihood that they will resist.
Perhaps General should also reduce the cost for logistic techs?
I would also like to see differentiation in the Path system for mages. Increasing all spell damage is overpowered. How about increasing a specific element's spell effectiveness. I personally like the idea that each element offers a different kind of magic. Healing, Cursing, Damage, Buffing, strategic, tactical are fine specializations for an element. The best design, as I believe is being implemented, is where each element has some of these features, but also specializes in one area. So f
Funny Post Lord Xia. [e digicons]:thumbsup:[/e] The difference between 3 and seven men in a unit is actually a big one. I ran a paintball squad for a few years and adding just one member took months of extra coordination. But beyond that, you have to look at the big picture: (3 soldiers)*(5 unit slots)=15 men in an army. (3 soldiers)*(6 unit slots)=18 men in an army. (5 soldiers)*(6 unit slots)=30 men in an army. (5 soldiers)*(7 un
As far as I knew, the laser defense system was accomplished on the ground and then put in the air. Is this not the case? I would bet that in 20 or so years they will have a laser small enough to fit on a fighter jet. Scrapping the behemoth model is probably a good idea.
I made all staves to follow the current pattern of Bows. -5 Initiative. I consider that the time it takes to will magic from the staff. They also weigh 10 so you will likely need a high strength to use them with heavy armor. That means you have to use traits that could be focusing on Initiative and Accuracy. There are a few robes that go nicely with these staves too. In my game you can unlock mage robes in the shop when you build certain research buildings. I want to make hero mages have a sl
And if you love death and violence you quickly learn to shut the hell up about it. I met a few of those in my days. Hard to pick out from the rest of the pack until you give them any sort of power.
I just changed the staves to do 10 magic damage for the first bunch. The damage can be resisted will Spell Resistance, Dodge, and Air Dodge. So the extra punch is possible to countered in a few different ways. In the early game wizards can buy these to do damage without needing to submit to melee or bows. The Spell Mastery and Accuracy decide if you hit, so level and Intelligence matter alot more to mages. Each staff gets +5 to Spell Mastery with that in mind. The second bun
War is big part of the human condition at this stage in our evolution. The human condition has not reached a stage of being where killing each other is against our nature. As much as I would like that to be the case, I will take the railguns on my next tour just in case. Can these be fired underwater? I am so tired of torpedoes and depth charges.
As if our naval superiority wasn't superior enough. I bet we could fit a few hundred of those on a battleship. Wonder what their bombardment capacity is for land targets. Hope they have a few prototypes ready for our upcoming incursions.
That is exactly the kind of thought I was trying to inspire. Great idea!
Sweet. I have been trying to make the spells from Code Geass: Lelouche of the Rebellion. Now I can.
How could I use a background stat to have a spell only work once per unit. Could I just have the spell add one point of UnitStat_BG_IsBeenCharmed to them on cast? Then prevent the spell from working if they have a point of it?
Lol, I made all spells resistible. But yeah, there are plenty of good things you can do with a water mage while you are getting to level 5 water. I think staves are the answer to giving mages some options besides melee.
It may be bugged, but at least it is a feature. I will test it later this week. I am planning to add some really powerful items to Ivory Towers. One will allow you to charm any target that is within a range of 1. I would then like to make it so that it only works once on any unit. Not sure if that's quite possible.
I enjoy city building. That means we have a fundamentally different experience when we do it though. Different perspectives I guess, nothing wrong with that. To me, it makes sense that all buildings would be right next to each other for defensive purposes. Pretty much nobles have been doing this for thousands of years to avoid getting raided. I don't think it is at all likely to be implemented though, just because it would take alot of new coding and testing to change. They have said thos