One thing that would help is telling the AI that wildlands are off limits. They tend to trigger them and release havok on the land with no intention of trying to complete the quest. Better to just stay out.
seanw3
The only solution we might expect would be some additional upgrade buttons like upgrade weaponry. An upgrade mount and upgrade size would go a long ways towards this goal with very little new code.
I made Eyes of the Eagle reveal a 12 tile radius and have Book of Wind always available, with a higher tech cost. The mana cost for the spell is around 100, but it shows you everything you need to know if you choose to invest in it. Later on I have 3rd Book of the Magi unlock a reveal map spell, which is almost a necessity IMO.
That is pretty much how I shaped my path mod, except I relied much more on Baldur's Gate than D&D. The mechanics translate over quite nicely, whereas D&D has too many abilities we just can't do with the current modding functions. Looking forward to seeing a beta!
Once the game goes gold I am going to make a modular version of the content in the Elemental Balance Mod. I will then start working on quests for the most part. Ivory Towers is my experiment in combining quest driven storytelling and tech progression. It will take a long time to finish, so I will have a few other quest projects that can be done sooner. I think good questing is what will keep people coming back for more FE.
"Welcome to the fringe." -Heavenfall
https://forums.elementalgame.com/forum/1008 Anything prefaced by eWIP means it's a mod you can look forward to.
I forgot how beautiful the game is when you have a nice video card. That looked very smooth.
What do you mean? There are only a few modders and we all have our current projects posted in the mod forum.
We probably need a little more dev time on city defenders. The current implementation has them spawn after each battle, but it bugs out often and they don't respawn. So sometimes you can kill the same city defenders twice and other times they just up and disappear for the next battle. I am not totally sure what is causing this, but it seems to happen when there are alot of units in the first battle.
I have 6 defenders in a city. The enemy sends a single wilding to attack it and loses horribly. Then the enemy sends in a single militia and takes the city. You think that is a good balance? There is no reason to have defenders only work once per season. It's a bug and needs to be fixed. Currently I have to teleport multiple stacks of armies away to make sure they don't cheat. I also have to wait a turn before attacking again. It's a real hassle.
Now that city defense is more meaningful, let's make sure city defenders are spawning for each battle. For some reason they only spawn once per turn.
Thanks!
Here's hoping it creates a hilarious groundhog day situation! [e digicons]:thumbsup:[/e]
What do I need to put in the modifier to get it to count?
Right click the Fallen Enchantress shortcut and choose the "run as administrator option."
I put this on the axes to make them get a little extra attack now and then.
I bet we will have the basic one left where it is and the more advanced one in the workshop, but who knows?
I tried it with and without the value thing, hoping that having it would trigger a percent chance like bash.
[code="xml"] Berserker Does double damage Ability_PoisonousI_Icon.png Ability_PoisonousI_Icon.png 210,110,210 Unit UnitDamage</SpellBookSortSubC
I don't think that is something they are intending to balance. Insane and ridiculous are more like arcade mode, where eventually you just can't win. Custom factions are also not something that intended to be balanced.
It sounds like the workshop has an advanced faction creator like the one in WoM.
I am adept at most weapons, but sticks still throw me for a loop.
Hopefully costs are such that it only takes 2 seasons to train men to carry sticks.
I went back with a save game. In fact, I'm embarrassed to admit, he was indeed being obliterated by Tarth. So he did have a reason to surrender, but I set the game to not allow surrenders. He did not declare war on Resoln this time, so that must be a probability thing or this time Tarth wrecked him before he could go after Resoln. Still, I would like to have surrenders completely off. I want the GalCiv2 style surrenders and refuse to use any other.