You should buy a lottery ticket. Maybe you will be just as lucky. That is a problem. Try setting the land to temperate with dense resources.
parrottmath
Go to your documents/my games/FallenEnchantress/units and remove extra units you are not using. At least this fixed a similar problem I had.
Under the Monster section, you have a duplicate Mercanary entry. There is no difference between the entries as the screen shots show you and Also, here is the duplicate Champion entries under Game Concepts. The descriptions here are different. I recommend merging the two together and use the pictu
I don't see this problem. Could you post a screenshot.
When attacking in tactical battles the healthbar above the unit updates at the correct time, but the picture in the lower left hand corner does not. See picture
When you are starting a game and you go through the menu's you have the option for back and next. The last of these screens before you start the game should instead say "Start" or "Finish" or "Begin", to inform the user that there is no going back after you click this button.
You need to link it from somewhere else. You can use dropbox as is suggested by Frogboy.
[quote who="darklander0" reply="6" id="3231885"]My question is: What is the point of having a mayor game feature that will not be used/seen by all players?[/quote] People with slow computers can play strictly with cloth map alone allowing for better performance in the game. Especially so in late game when there is a lot of things updated visually. My hopeful wish is in an expansion that they add player produced markers (little flags) that the player can place in-game a sm
[quote who="taltamir" reply="2" id="3231566"]Where is the bandit army coming from? I like the OP's idea but it hate it when a game has super bandits coming out of nowhere... how are the bandits going to be equipped? what code is going to be put in place to prevent bandits using tech that no faction in the world has yet to discover?[/quote] Depends on how they are programmed. Here I was asking the devs for more triggers and being able to execute such a random event. I
[quote who="ins2" reply="7" id="3231360"]Derek - a quick bump to say PLEASE fix this for Beta 5 ... it is a simple fix, and it completely breaks immersion ...[/quote] I agree, except I don't think it's that simple of a fix. The waterfall is supposed to be on the cliff tiles. The problem is that the river is not finishing at a cliff to place that waterfall there, so something is going on with the random generator for the river.
[quote who="Purest Warrior" reply="14" id="3231302"]But the wheat is somehow included in the 4/2/0... Does that make sense?[/quote] This is speculation - the only one that can answer this is the developers, but this is my impression of how this is computed. The land is created first and fertile tiles are randomly placed throughout. Say one of these tiles has an initial value of say 3 / 2 / 0. Then they add improvements on the land tiles. If a wheat fie
I like this idea and if there were more triggers for random events you can do this idea that a player with a lot of gold will be extrorted. Don't pay bandit army spawns to collect, or you pay and they go away. Similar idea as to what you suggested, which I like.
I like each of these spell suggestions. Although low mana tatical spell -- are you thinking the same cost as the heal spell or a little bit more. Mimic sounds like a fun spell. I might go with Reflection to fit closer with the water theme. But then again Reflection could make a dummy duplicate of the target.
[quote who="Glowing_Ember" reply="11" id="3231273"]i mean that if i already have a city tile that has a higher food value because "wheat" or "fruit grove" is next to it, then i get even more food for harvesting that resource. How does that work then, i'm getting the bonus for the wheat and grove twice. If i have a city that gets a materials bonus becaue clay or iron is near it....[/quote] The reasoning that follows here is suppose you travel a unoccupied land (similar to the
[quote who="onomastikon" reply="17" id="3231118"]What is SSD?[/quote] Solid State Drive
[quote who="Tuidjy" reply="22" id="3231090"]I have never heard even a decent argument for having a minimum turn requirement or one against letting production overflow carry to the next project. [/quote] I don't have a decent argument, but I look at this extra time for set-up and teardown or drying of "concrete" or equivalent. The lack of product carry over is people have to start over from the beginning of the project. But I do understand your pain, but I'm unsure of the game
[quote who="Derek Paxton" reply="16" id="3230973"]The intent is that the player adjusts his strategy based on the randomness of the maps. Without that, where do you draw the line? Do you Ctrl+N until you get nearby iron or crystal? What about a nearby fire shard for your fire based custom sovereign? If you have good locations you have to have comparatively bad locations. If you want them all to be "good" then you probably want a starcraft type balanced locations. That's important in multi
[quote who="KingHobbit" reply="12" id="3230894"]My only suggestion with eseence is let that be the number of maintanence free enchantments. You could cast additonal enchantments on cities that cost maintanence. But have it increase in cost. The first enchantment has a maintanence of 10 mana per turn. The second has 15 mana per turn and so on.[/quote] It would be nice to cast a spell that increases the essence of a city by 1, at a maintanence cost of 5 mana per turn per (essence +
[quote who="CyanPile" reply="84" id="3230896"]any of the usual races have these horses? they are much better than usual?[/quote] The usual race that has these horses are the Kingdom of Capitar (the Mancers). There used to be a pre-made sovereign for this race, but now you have to make a custom sovereign to get this race now.
[quote who="cardinaldirection" reply="1" id="3230877"]and another annoying thing... when you decline or are defeated on a stage in the quest it fails??? I'd like the chance to come back and try again. It has been my assumption that this is a bug.[/quote] This is not a bug, currently this is how it is programmed. It has been mentioned that quests can be redoable even if you die in the middle, but that has not been implemented, but it's possible to mod it for your convenien
Great read. I've been waiting for a behind the scenes look of why particular elements are chosen and why things were scrapped along the way. On this side of the fence, we don't see all the reasons why you added something or chose to do something. We mostly have to deal with the results and say if we like it or not and sometimes I feel we can't give appropriate feedback on the new feature. Keep up the good work and continue to produce a quality product with good story
I haven't found a specific quest to where you immediately deny the quest something happens. But in the middle of a quest you can definitely do this see the three sons quest. Spend 100 mana to heal the woman. That could easily be your deny and poof something happens. I think to get your effect, from the current system you are looking at is to egg the player to investigate beyond the initial investigation of the quest. "You see a man with a multitude of littl
Merchant III skills also says +4 and now I'm getting a +8 gildar per season from it. It does indeed stack, the tool tips should tell the user as such.
[quote who="Glowing_Ember" reply="9" id="3229961"]i'm sure this has come up in conversation before, but doesn't it seem counter intutive,that a settlement will have a higher grain or materials rating if the "wheat", "fruit groves", "clay" and "iron" are near a settlement, because your giving a boost to something you are already giving a boost to...[/quote] I don't see the counter intuition here. The point is when the map generates the grain and material ratings then they p
I hope the gestation period is not 50 - 60 seasons. :) I get what you are saying but I couldn't resist. Yeah, 50-60 seasons till the babe is born, and comes of age :)