Whenever you find a normal waterfall, you can create a floating one. Basically cast raise land on both sides of the waterfall. This creates a floating waterfall. I recommend at a future date that you make these two cliff tiles next to the waterfall not have the ability to cast the raise land spell. This should prevent the player from actually creating the waterfall. Even if you have to add special tiles to prevent this from happening about each waterfall. I noticed that y
parrottmath
It's not. It's part of the stamp that needs to be fixed. They are going through each stamp and fixing them manually.
The assessment is as follows: 1. In terms of stability the game is ready for release. 2. In terms of cosmetic bugs, there are quite a few but nothing gamebreaking. 3. In terms of AI, there is some work to do but it does provide a good challenge. 4. In terms of UI, there is some work to do, but these items don't diminish all the fun of the game. 5. In terms of the game doing exactly what everybody wants... well modding support starts after rele
That would be nice to see at some point. A random choice for generic sovereigns and an option to include custom sovereigns. Same when choosing the AI opponents to include or exclude custom sovereigns to compete against. But alas, this would have to be added on with an expansion pack.
Unfortunately this does happen with political intrigue in the real world. Literally a bait and switch. Say I want to fight you, but I cannot do so myself. My allies don't want to join me in the fight, so I instigate bribe you to get into a fight against them. Obviously then they are at war with you and I get my war with you myself. But I do not believe that the AI is making these types of calculations and is a bug. The only one to say that for sure is the person programming t
I found a waterfall in the ocean not on a cliff. It is next to the wildling wildland (the one with the scrap yards) and here is a cloth map version
I think it was said that we will have to re-download the entire game. I'll see if I can find the thread where frogboy mentioned this.
Also, you might have to run it in admin mode to see the changes... depending on where you installed FE
[quote who="seanw3" reply="8" id="3254663"]500 mana or 1000 gildar to remove all injuries is the best I could do modding wise. My next attempt will be a larger selection of injuries that do less harm. So getting the big ones will be less likely at least.[/quote] Can you get the AI to use this?
[quote who="Lord Xia" reply="5" id="3254661"]9 gold a turn for the Knights of Asok, fucking ridiculous.[/quote] Hehehe... are the knights wearing golden armor... Dear goodness... must have low rider horses with golden rims... That is excessive on the gildar front.
Are we going to see more testing? I would like to see the AI results even without the other information.
I thought this was the idea of the battle between the two kingdom / empires. These two are the opposites of the same coin fighting for freedom / subjugation of elemental.
That's what I suspected from my knowledge of the .xml. Thus, expansion time is needed for this good feature. But for now time a small chance 5% each turn to remove ALL injuries on the champion would be the only way to go for modding at the moment.
[quote who="Heavenfall" reply="2" id="3254644"]If I may, I'd even go as far as to make the spellbook remember the spell you last cast and select that when the book is opened. That way, if you intend to cast the same spell several times, you'd only need to press M -> Cast Spell or Spells -> Cast Spell. [/quote] That my friend is exactly the way to accomplish this... a hotkey that casts the previous spell casted.
I think part of the reasoning for such a high gildar cost is that the champions are not doing it for the money. The champions get a higher station in your empire / kingdom which comes with them having a lesser cost. The mercs / rangers are doing it only for the money and they know they are front line cannon fodder and want to get their money quick so they can retire quick.
I would prefer a fixed turn limit for each injury. The chance thing was something I know could be easily modded at present. Do you know if with the current tools that a fixed turn limit on indvidual injuries could be implemeneted right now? I also think it should be also remove only the earliest injury and as injuries are removed move down the line. As old wounds are hard to heal. Notifications are a must in this area so people know when the hero has been healed. Ideally,
That is called the bait and switch :)
I say a building to fix these things. A special building 1 per empire that will have a chance of removing an injury each turn. This way a highly wounded champion could play governor and get healed to be and adventurer again. Makes it a mid to late game construction at a decent cost, not relying on mana, so the AI will be able to utilize it with little coaxing.
Yeah I reported this awhile back in the previous beta... I thought it funny. So I'll bump this again to see if something will get fixed.
If you have a quest already open (like from another humble inn), then this quest may be the same one and the intended effect is for there to be no quest active. But if you are clear of quests and this happens, then it is definitely a bug and you should post or send in your save game to support to help them find and fix the problem.
You should check to see if this monster was a wildland denizen. The master scout trait does not provide immunity to these creatures as they are not part of the monsters / ruffians group.
[quote]Question: - Why don't champions, and even your leader, die when they lose a battle? [/quote] This is because they are powerful beings and basically cast a spell to save their hide (sovereign, costs you lots of mana). Champions are just lucky and only get a severe wound and found lying on the ground alive.
Tarth... not because of master scouts, but because of their bows... I'm a sucker for a bow and arrow.
According to the clock about 42 hours... and counting.
I'm interested if you can beat the game on insane. My interest is not so much the entire playthrough for insane as you mentioned you do not have as much fun as you used to with it, but I'm curious if you can get to a point where you think you can win the game. I'm always interested when you play on ridiculuous or these insane difficulties. I'm impressed because I can't do it and your narration and the insight of gameplay is invaluable to me as a player. I see what