attackdrone

attackdrone

Joined Member # 3041597
3 Posts 19 Replies 415 Reputation

[quote who="Fallenchar" reply="3" id="3383958"] Whatever you do, stay away from the Butchermen...[/quote] If I am playing on Challenging or lower difficulty level, if I find a roaming army with Forgotten Martyrs and Butchermen in an AI territory, I will suicide large numbers of scouts to them. Such mayhem!

6 Replies 9,441 Views

I would love to have multiplayer in Legendary Heroes, but would likely only ever use the hotseat mode. I'd definitely be willing to pay for a hotseat DLC (I suspect this would be much easier to code than network synching).

74 Replies 331,957 Views

[quote quoting="post"] Hi all, I'm guessing this might have been asked in the past but I can't find anything. Does anyone happen to know if there is a way to have a strategic spell (say an enchantment) target: 1) all friendly units (globally) [/quote] You could create a spell that gives a bonus to all units globally, applied through an applied trait or enchantment on a single unit. Check the "Armorer" trait for an example of

1 Replies 2,829 Views

[quote who="parrottmath" reply="3" id="3369777"] Just Mana or Gold for the tags. The quest editor I made has those tags listed in the internal names window[/quote] [code="xml"] Sacrifice Casts &nbs

5 Replies 11,579 Views

[quote who="Bigorra" reply="3" id="3379538"] Looks fantastic! I personally like the idea of sacrificing the human/fallen heroes to gain the loyalty of another of the crazy-lizzard guys, but that is just a personal prefference. As a side note, I am working (slowly but surely) in a city-model basen on the ideas of swamp and ruins. I wanted it in order to substitute the Empire buildings for Krax (their buildings seem a little too barbaric) and perhaps some cust

8 Replies 16,364 Views

I'm trying to keep power / feature creep from taking place. Look over at DSRaider's very excellent https://forums.elementalgame.com/446149/page/1/ mod for comparison. He has a trait called "Tolls" that adds a +2 guilder improvement to outposts, and costs 2 points to choose as a trait (it also gives other minor advantages). +2 guilder for -EVERY- outpost is pretty

14 Replies 66,651 Views

I know that adding two professions to the Sovereign creation screen already automatically adds a scrollbar. The outpost upgrade screen also adds a scrollbar automatically as well. Have you tried just adding new magic paths and seeing if the scrollbar is already there?

4 Replies 6,178 Views

This replaces nothing, so all the original upgrades will still be visible. The last picture is of an outpost on normal terrain right next to a cliff/coast. I would have loved to spread out the farms further from the Outpost wall, but I wanted to make sure that if an Outpost were placed adjacent to a Cliff, Chasm, or Coast, that the farms would not float out into midair. Fortunately, they do not! I did not change Caltrops. A concern of mine when designing the mo

14 Replies 66,651 Views

It works completely fine with Arcane Monolith. Actually, it looks better (at least on the Kingdom side). The colors match well, and the smaller base area of the Arcane Monolith makes the Smithy and Carpenter more visible. Any of the settler / pioneer / scout mods that allow different units to create outposts will be compatible as well. Basically, anything coded as an outpost is compatible. It matters not how the outpost is constructed.

14 Replies 66,651 Views

Outpost Upgrades <img src="http://img.photobucket.com/albums/v470/attackdrone/Legendary%20Heroes/Outp

14 Replies 66,651 Views

If you are running out of food, try promoting some cities to "Towns" when they reach size two. There is a building that only Towns can build which will give more food to every city in your empire.

4 Replies 5,967 Views

You can settle near monsters and not worry about their aggression! This is a huge, huge advantage. Exploration and pioneers should be an early focus for you. A particular "dirty trick" is to settle outposts near difficult foes such as Troll Packs and Dragons, just to force them to leave their home and wander the map. This will make things more difficult for nearby AI's, but not for you! Note: AI Lady Irane will do this... often, so don't feel too badly.

4 Replies 5,967 Views

[quote who="carn112004" reply="2" id="3325091"] It already sucked in Civ 1 and it took many iterations (i think some patch Civ 4) to stop.[/quote] All of the Civilization games had tile management. Fallen Enchantress has no tile management economics - there is no turn-by-turn action that the player can take to change the amount of production in a city. (Edit: The exception to this is changing city enchantments - but that spends another resource, mana, t

18 Replies 33,856 Views

[quote who="Kalin" reply="1" id="3175047"]Also, in order for you to buy warhorses, you need a stable that's actually a part of the city (not in it's territory, but actually in the city walls).[/quote] Thank you for the information, I have such a city already built.

4 Replies 10,259 Views

As this is my first post, allow me to congratulate you on an overwhelmingly fun and bug-free beta release! Having said that, as I notice issues I shall definitely report them. I created a custom faction with the "Legacy of Serrane" trait. This enables bazaars (which work perfectly fine) and warhorses. I am quite able to equip all of my units with warhorses. However, the Champions and Sovereign are unable to purchase them! I tested the save by res

4 Replies 10,259 Views