When I first encountered FE and played the beta for the first time, I realized that Stardock had created a 4x turn based game that finally addressed the issue of making the beginning of the game less boring and rather interesting and not just a turn push for the most part.
parrottmath
There is a building called the adventurers guild that provides 1 xp per season (even they say it is a 1 in 4 chance, I never found that to be the case). You would have to play a modded game to gain xp while in town otherwise.
[quote who="DsRaider" reply="6" id="3366464"]Businesses contribute to society by making money and selling their product.[/quote] Of course I might be wrong, but by my definition of contribute is to give without cost. Although, I agree businesses contribute, it is not by making money and selling their product, as these are costs to the society and a sale of a good. Many business contribute by providing infrastructure to the local community at no cost to the community. Namely, a
Interesting bug... guess you can't lose that battle.
Is the crash you get with the slavers quest consistent (can you reproduce it each time) or is it only sometimes its occurring. I've got a minor change I'm going to do with the quest to see if I can fix it, but I need to know if you crash consistently with that quest. Here is my tweak https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/Quest
[quote who="Aviator64" reply="27" id="3366411"] Getting a crash on slaver quest after I pay to recruit Daxus and attack the slavers. Noticed this after updating to latest henchwomen mod. Occurred in two different games playing scenario. Played the scenario with your mods previous to updating to latest henchwomen mod and had no problem with this quest so I suspect the mod is causing the problem.[/quote] The female henchmen mod does not change any files associated with the s
[quote who="ElanaAhova" reply="11" id="3366376"] Riddle me this. is there a way to put your own riddles into the game? [/quote] All the riddle is are quests, so yes you can put your own riddles in the game.
[quote who="Naidrev" reply="24" id="3366245"]That is great! Which xml file is that located in? edit: Could you add your "Champions don't split xp" mod to this list?[/quote] ElementalDefs.xml The champions don't split XP is really a mod that fails compatibility with CoS, and is one I would have to update with each iteration of the game, so I will not support that mod regularly. I also find that it doesn't add anything to the game, I've played either way and
It removes all defense from the unit for 3 turns. The curse is the same as curse the spell.
All I can say is that is the T_Barren_Desert_02 tactical map. Who knows how the little spider thing moved up on that perch.
[quote]3. Introduce an after comma digit for crystal resource income. Ok, really minor, but I am slightly irritated if a resource shows superficially "0" even though it produces something, namely 0,5.[/quote] Of course, the period after the digit is the US standard. It would be nice to see though, the decimal amount of crystal or horses being made. Especially since the horse resource is produced in fractions. [quote]8. Research queuing. Across trees. Probably it was mentioned
[quote who="Frogboy" reply="35" id="3366181"]There are no Elemental related screenshots there (i.e. no sequels / derivatives / DLC) in there (would be too easy to spot I figured).[/quote] [quote who="Alstein" reply="37" id="3366209"] GalCiv 3 Elemental world RPG FFH 3 Society my guesses. [/quote] I'm guessing your second guess is wrong. I'm sure that one is a
For the devs. T_Grassland_Forest_01.xml 28,19,0 This should not be there, that is the tile to which he is referring. I'll post up the tactical map with that tile removed, until you have the time to fix the problem. https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/MapFixes/T_Grassland_F
[quote quoting="post"] A while back, you guys put the yellow outline reminder on the turn button for idle cities. That was great! Now, can you do something like that about cities that have essence but no city spells on them? I CONSTANTLY forget about them and miss out on optimal play because of it. The game can check if you have any castable city spells and empty essence slots and show a similar or even same reminder on the turn button. <br
[quote]4. Sometimes armies that were pulled out of city are forced back in after choosing a building for that city.[/quote] This was implemented since armies on top of cities were not automatically entering cities again. Highly doubt there will be any change here. [quote]1. After capturing a city, the army gets no more orders and disappears off sidebar list. They should still be listed so that they can still get orders and be easily pulled out of city instead of finding the ci
[quote who="Sythion" reply="17" id="3366183"]you are a timmy vorthos. http://www.wizards.com/magic/magazine/article.aspx?x=mtgcom/daily/mr278 [/quote] Close, but I'll go for --- Melthos --- (I like the underlying rules (Mathematician) and I like the feel of how things fit together.) Reason I like Elemental so much as the rules and the feel are darn good combination of things just work for me. The traits described above all have a place in the rules of the game and
Soooo... can I be an Alpha tester ;) for these games you are creating... [e digicons]:grin:[/e]
The options to put the champion camps in the game are in the elemental defs NPCCamp None 0.0
[quote who="GFireflyE" reply="21" id="3366176"] One more idea: While LH has introduced the concept of heroes approaching you when enough Fame is acquired, part of me wishes the occasional hero can still be found hanging around for hire as a mercenary. Is it possible to mod such that both are available....that you get heroes with Fame acquisition AND that you can purchase heroes found out in the field? [/quote] Given that someone has made a spell
I've read through the article and sadly... I was not represented as one of the archetypes that played the game regularly, or I did not recognize my archetype in the descriptions. I played magic quite a bit, but I only played decks that had a lot of little creatures, nothing big, I'm talking 1 / 1 or 1 / 2 creatures. That was all I allowed in my deck. I centered around white magic mostly and had the most fun playing these games. If I won fine, if I lost great. I never play
[quote who="GFireflyE" reply="16" id="3366154"] Quoting parrottmath, reply 15 Quoting GFireflyE, reply 14 Quoting parrottmath, reply 13 They already have one outside the mods directory ?? They do? Am I missing something cause I see no subfolder dedicated to quests... This is what mine looks like. See right under items there is quests Ah, yes I see what you are talking about. Mine is the sa
[quote who="Naidrev" reply="13" id="3365943"]Second, could you make a mod that removes all settleable land areas that are smaller than 2x2? Salt the Earth helps get rid of these seemingly useless tracts of land, but I'd rather they never existed at all.[/quote] This is a result of the game making calculations from each of tiles around a particular location. When the tile yield sum reaches to something over 6 it shows up as a settable spot. Although, I will not do this change,
[quote who="tmonberg" reply="14" id="3365947"] I have a suggestion for a mod: a Kingdom counterpart to the Cyndrum Demon. I am thinking a "life enforcing" spellcaster type elemental/demon. Spells that boost your other troops in the group, as it is from a life shard. [/quote] I've got an idea in the works for this already... so expect to see it soon.
[quote who="GFireflyE" reply="15" id="3366148"] I have not yet come across it yet in LH, but I don't think SD has fixed it since FE. As an extension to your armored militia mod, is it possible to add something to the city defenders that will track their HP and existence (alive or dead) throughout the coarse of a turn? Currently (again, if SD hasn't address this yet), if the player attacks an AI city twice within the same turn, the seco
[quote who="bluegreen0" reply="13" id="3366132"] I woulda thought 150% damage would be an acceptable value :/[/quote] I never really thought about what the bashchance really means. Does it mean that the unit is always bashing and the chance for the other unit to be knocked prone is determined by the damage vs. the prone avoidance of the target. Or does it mean the way you are using it, as a multiplier to the damage for a total chance vs. prone avoidance. Only someone with deep