Second Wind : (Temp Bonus To Attack Speed) As the battle wains, you get a second wind and a new found vigor to fight. Take Heart : (Bonus to resist fearlike effects (or immunity if you would place a high-level skill)) You know that you are capable of the near impossible. Very little can rattle you anymore. Feign Attack : (Small Penalty to Attack (2 round) to Cause penalty to the enemies Defense and Attack (3 rounds)) By pretendin
parrottmath
I've not been keeping track. But right now I think they are keeping ram usage pretty low. I don't think we will be using more than 4 gig at the moment. Higher ram requirements will be necessary for late game huge maps, but they haven't really release that yet. Mind you this is all speculation. The start of the game is using a little more than 2 gig. Maybe others have been keeping more track of this.
Well I finally made the plunge into the future here. Everything is looking good thus far.
Such strong words Sinperium and then you fail at posting it. :p
This was a very sneaky update... I had no idea there was an update coming. Great stuff.
It seems there was an xml change for the terrain cost. In Fallen Enchantress the cost was 48 and thus ended movement, the new xml says 8. Although, it does say ends movement still. So, it looks like it was a change. I wonder if this was to make the pathing for the AI so they stop avoiding the rivers as a pass through.
There are a lot of different mods and several may be what you are looking for. Here is a list of mods. There are a few that add custom sovereigns and traits, and if you really want there is a leader pack DLC that will give you more choices for sovereigns and such. https://forums.elementalgame.com/446461/ It is also very easy to mod the game. You can create your own custom sovereign in the game and if you want to add traits
I can say that my mods do not have any unrest reducing buildings.
Great stuff.
There is a cloth map scale value that might be slightly off causing the problem. Not sure since I don't play CoS, although it is a fantastic mod.
[quote who="DARCA1213" reply="10" id="3476546"] Quoting parrottmath, reply 9 The starport is mainly focused on producing ships. That in itself takes an extreme amount of resources, power, and dedication to do efficiently. I don't think efficiency mixes well when you combine military operations on production operations. The drills that occur weekly would disrupt production from day to day. Automated turrets would have to be tested constantly, drawing power that is vital t
[quote who="Heavenfall" reply="2" id="3473672"]Castle Story[/quote] It's on steam. Although, the development has been rather slow. Not sure I'll have any money for these sales, but The Witcher Assassins Creed Not sure about much else, I've got a lot of games that I haven't really played that I've collected thus far. Probably should finish them before I start up with new ones.
I would support a fixed number of hexes around each planet, that can be extended via star bases.
So, it boils down to mass genocide, if I cannot support the number of cities. I guess I'd have to be an evil evil man when conquering the world. I suppose there could be a mechanic to say that the populations could transfer back to your cities... of course the slave trait would have to be adjusted to give a larger production bonus for larger cities, indicating slave labor.
I would love to see the math on these equations. It would be a great to see exactly what parts he is looking at for the loophole. I find it completely, neat that we may find a way to create warp drive. I'm curious, if we create warp drive, would this also imply that we can get to a semblance of teleportation?
One drawback to the expansion technology is the capture cities problem. As I capture cities am I required to raze the cities if the number of cities is larger than the number of cities that I can maintain? Not that I don't mind that you can only have X cities until you research expansion techs. I don't claim to have a good answer to address this issue, but I'm curious what situation would be good for this situation.
I look forward to some changes on things. I do hope that the auto-resolve and tactical combat will produce closer results to each other ;)
The map pack for FE should be the same as LH. You should be able to use the maps with FE.
Currently working on adding skeletal pedestrians. Need to update the 80+ tiles with the pedestrians I've made and will soon have an undead empire using skeletons instead of the fallen people. Unfortunately, I was unable to get Banshee's to work. But skeletons are a go. For people looking to see what I've been doing lately. I'll be going through my mods and updating them shortly with all the updates.
[quote who="abiessener" reply="28" id="3462968"] face palm[/quote] Been there... done that. You must have had a long day. [e digicons]:beer:[/e]
Well there was no rewritten Escort Noblewoman quest (they've always had 2 versions of it... you seem to be either lucky or highly unlucky. You should have gotten the same ending as the other one. The others look like a revisit to the tactical maps they call up...
Here is an idea for you... you can create hidden resources that serve absolutely no purpose. Make one where everyone has 100 of such a resource. You can increase this resource (I suspect) with the tag above. Set a game event (you get a hero type thing that checks for resource meeting a threshold, once reaching that threshold you can give each player the set amount of resource that you wanted to in a game event (similar to fame increase). To summarize... create undetectable res
Glad to see you found the different quirks in modding E:FE and E:FE:LH Here is a relevant forum post of a long time ago... it's a bit dated but a good rule of thumb in general. https://forums.elementalgame.com/434780/
This can be done from the mod folder. There is no need to overwrite the core files for modding UnitTypes. There are a few things that require core modifications, but this is not one of them. edit: I should clarify, that when writing a UnitType, the internal name is what is called upon anywhere throughout the game. So if you write another unit with that same internal name for the unittype it will read your modded version instead of the core version. This will not however work o