[quote who="rvgr" reply="25" id="3361245"] Sooo, now that LH is out, is FE left to the vultures?[/quote] One of the most recent replies was that they are now going to leave LH alone for awhile and backport what they can to FE.
parrottmath
Nevermind... saw the update. I've deleted all the map files I've got.
[quote who="Kogni" reply="5" id="3361185"] Quoting parrottmath, reply 1 My question is why would you release the answers to the riddles in the game? The riddles are a fun part of figuring out the game and I suggest that you put on this thread [SPOILER], use the edit button. Well, I don't know about you, but my native language and culture is not English, and it's not always easy to figure out a riddle in a foreign language Like the word "vat", I had n
So, you want to goto the menu bar on the steam client Then you need to activate the product on steam.
My question is why would you release the answers to the riddles in the game? The riddles are a fun part of figuring out the game and I suggest that you put on this thread [SPOILER], use the edit button.
[quote who="Derek Paxton" reply="2" id="3361122"] Most notnably I dont want 15 improvements showing up on the choose sovereign screen (the other thing that hideinhiergamenon does for us). Otherwise its this big scroll list of nastiness that doesn't make much sense on that screen. But we are looking into what we can do to have them appear in the tech tree but not on the choose sovereign screen.[/quote] I suppose that would be an issue. I do forget about the choose
No... they are in my map folder. I've not copied anything over from FE (nor did I buy the map pack). They were just there (nor did I download these from anywhere else). Since they were there, I decided I should fix them. Edited: -- deleted all map files -- Including other fixed maps --
This is because the improvements have this tag on them 1 and that is because they do not want duplicate entries for the Air Altars and such. Basically you would see two identical copies in the Hiergamenon, with two different bits of information. I've suggested they rename the altar, shrines, and temples for those with binding trait, by calling them Air Grave Altar or some sort of other name. They could think up of something that t
I still notice it within the game. I fixed them again, if there were any changes with the game. I can send you the zip with the fixes if you would like again. edit: I've double checked all of my fixes and they look good on my end. The only changes to the actual terrain were done with your editor, and only done to the Wildlands map above. The rest was done with my program and only edited the river (that should be non-river) and non-river (that should be river) tiles in the pro
[quote who="Kamamura_CZ" reply="11" id="3360993"] Once again - I don't mind the existence of discrete settlement spots, I mind the way the game presents them and they disconnection from the actual map features (plains, hills, rivers, etc.).[/quote] There are no disconnection. If you look at the terrain files, the river terrain provides a certain amount of essence as well as grain. Each plain tile provides a certain amount of grain , essence and material. The forest ter
Here is the problem the spell reference is incorrect Unit UnlockCombatAbility
Here is the problem the spell reference is incorrect Unit UnlockCombatAbility &nb
The treasure highlights for the choice dialogue's in a quest seem to be counterproductive to the Riddle questions. What is the point of the riddle if I know what I'll get depending on the answer. I recommend either adding a tag in the quest to hid the treasure rewards, or turn the treasures off.
[quote who="Mistwraithe" reply="8" id="3360714"] Quoting parrottmath, reply 5In the files on the terrain, there are bonuses to certain facets to the tile. fertile land gives bonus to grain, forest material.... everything. As sweatyboatman says the game does the math for you. If the sum of the tile yield exceeds a minimal threshold (6 I believe) it will display on the map as a settable location and mark what that single location tile will provide as a whole for ALL the tiles surrounding
The bug is in fact the size of the group. The experiments I ran were on a variety of creatures. I even modded the spell to increase the number of duration to confirm the fact that the size of the group is what reduces the duration. Mod the tremor spell to hold for 10 and grab a group of 5, you will see that it reduces 5 each time. Mod it to hold for 3 and have a group of 5, you'll notice on the second turn that 2 of the units are not immobilized and 3 are for 0 seasons. The apply to all a
In the files on the terrain, there are bonuses to certain facets to the tile. fertile land gives bonus to grain, forest material.... everything. As sweatyboatman says the game does the math for you. If the sum of the tile yield exceeds a minimal threshold (6 I believe) it will display on the map as a settable location and mark what that single location tile will provide as a whole for ALL the tiles surrounding it. Civ used the system to say this tile gives this, and this tile gives this and s
[quote who="bortlings" reply="6" id="3360610"] I think the simple solution is to make creatures that were designed to be immune to something should always be immune even if magic comes into play. I'm a skeleton! I'm undead! You can't critical me, hello, I'm UNDEAD. *graveseal* Awww, crap, I'm less undead now and vulnerable to crotch shots again with graveseal![/quote] Or maybe graveseal is a weakening the bond between the anim
I never seen the hero FuzzyGold in the game... so i can't say for sure.... Good job on the Score ;)
What you are proposing is that Mantle of Oceans is too powerful and should be nerfed ;) The reduction to the mana costs are a combo effect and so your suggesting that the combo is too overpowered. This would imply that the spell combinations need to be more closely examined, as well as equipment reductions. I don't quite see how stopping this spell graveseal from causing critical hits to immune to criticals is game breaking. What would you propose as a nerf to the Gravesea
The problem is that that map only supports 1 monster the Abeix. The Albeix should never have any other monsters with him. The error is that other monsters were able to join with him. That should not be possible. I'm sure there is a workaround in the current system, but the devs will have a cleaner solution with editing the code.
I don't think it needs a nerf. 40 mana to force something to suffer critical hits, not a cheap spell in the first place.
Mano a Mano... that would make the black gate quest a little more epic and make it more difficult to finish early in the game. A simple tag to the encounter 1 in the encounter portion.
Missed a set of plague stalkers for the haunting quest. Don't think that the game actually cares about the capitalization, but to be safe for future fixes to the engine you may do. (I know in my previous post, I didn't post the second set of Plaguestalkers, sorry about that) Like before the magenta was set to say PlagueStalker instead of the correct Plaguestalker. &nbs
Just thought I would bump this to ensure this is on the bug list to be fixed.
[quote who="tentacled-godqueen" reply="9" id="3360298"] I posted a thread about this yesterday (after spending like 20 minutes trying to figure out what was up; I'd suspect new players who don't know what to look for in the XML files from playing base FE are going to be confused even longer >. I'd definitely support parrott's suggestion of renaming them and making them appear in the hiergamenon; it's maybe not optimal but I assume the game isn'