Thats roughly how I did the gildar tree. Edit: Replied before the dis-edit ;)
parrottmath
[quote who="Schweiz" reply="2" id="3345387"] Was building roads from Legacy of Serrane or Mancer Blood? I usually play with both so I can't remember. Though it doesn't seem over powered to me, roads are basically their special unit. Compared to some of the other crazy things you can do with blood traits. Or just outright better performance in battle from two equally equipped and lead forces.[/quote] It's from the mancer blood.
See the gildar tree I made... it does exactly what you are suggesting https://forums.elementalgame.com/442891 Check out the gildar tree improvement, it grants +1 gildar per city level. https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/Quest_ManUnderTheTree/Quest_ManUnderTheT
I did to... I basically tried to move all your armies on every spot there, nothing happened.
A nicer effect would be to have a minimum production even at 100% unrest. Produce .5 hammers or 1 hammer. It would still take most things 100 turns or so to build. Effectively continuous, and it won't cause this question from arising.
I wonder if it is counting the troll lairs as goodiehuts, even though you can't remove them.
[quote who="Darxim" reply="4" id="3345230"]As many threads as there are about this problem, I'm surprised it hasn't been fixed yet, either through canceling Explore on manual movement, highlighting the Explore button when it's on, or removing the useless Explore feature altogether. [/quote] There are a lot of things that need to be fixed... this is not a high priority item. Game crashing (that's a biggie), getting shadows to work the way they want (that's another b
I also believe XP is determined by challenge rating ratio's. If you are of the same rating you get the base XP, if you are lower challenging level you get more, if you are higher challenging level you get less. At least this is what I thought the system was at present. For those that want to play the game with no XP split just to see... plop this xml file into your mods directory and try it out and post what you think. <a href="https://dl.dropboxusercontent.com/u/75549875/
If you want to do this, you can adjust some things in the CoreUnitStat.xml file.
I think he is just horsing around. [e digicons]:troll:[/e]
The higher the likelihood the more likely it will show up. His rarity should be somewhere between uncommon and common ;) Most of the items with that rarity. Also, when a quest or goodie hut says to give random item it specifies uncommon, common, and such.
[quote who="ChungasRevenge" reply="2" id="3345137"] I would have to check - I never use explore because scouts tend to just approach the first monster and get eaten. If explore is set then it is not obvious that the unit is in explore mode. Also if a unit is in explore more surely manually setting a destination would untoggle the explore behaviour? [/quote] I would think the same thing. I made mention of this and it is on t
I know I have updated a lot of stamps of late, but it was bothering me that the Nothernwastes would lose a river quite a few times. So I decided to do some more alterations to the stamp that seems to alleviate the problem. I don't find it happening as often with this changes. A similar problem exists with the Curgen's Tomb wildland, where the river will dissapear partially and leave the river tile with no river on the tile. I've tried to alter that one as well and it
[quote who="jirkaesch" reply="10" id="3345047"]You will just build stuff faster. I am afraid that this is still bland, statistical parameter, not regular feature...[/quote] You do build stuff faster, and thus you may build other things that you normally wouldn't due to optimizing your build tree. Sure eventually you will build your tower of dominion, but you may wait until your 5th city is built and build it in that city. Or instead of rushing your research to get a workshop, you
Where ever your steam is installed (usually under program files) get to the steam folder and that is the path. ...\Steam\steamapps\common\FE Legendary Heroes\data\English If you are running fallen enchantress then ...\Steam\steamapps\common\Fallen Enchantress\data\English happy modding.
[quote who="Heavenfall" reply="1112" id="3345026"] I've been playing a bit of LH and I have to say they've got a great game there. So I'd just like to confirm that I will port Stormworld to LH around its release. I'm probably going to tone down the bloodlines for the factions, but instead I will use the bloodlines as roots of their own trait trees in the General category. So all Centaur heroes have some unique traits that come out of their bloodline - a branch could be +
[quote who="alphalobo1" reply="8" id="3345005"] Thanks a lot guys! Now how did you guys know the name that was needed? Where did you learn to input the codes? But again thanks a lot![/quote] We looked into the the folder that contains the actual program. It's under data\english\ there you will find a lot of core files with all the code that you can put into your game.
After you have created a sovereign, go into your documents\my games\fallen enchantress\units folder and edit the .xml file associated with your sovereign you want to have the ability. Then add these two lines next to other options that say something similar. Swordsman2Ability Swordsman3Ability
Thanks... those look much better. Icons are not my strong suit, it would take me a very long time to get that result. Here is the updated version with Gildar Tree improvement icons from DsRaider https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/Quest_ManUnderTheTree/Quest_ManUnderTheTree_1_1.zip
In particular, that is the advantage to using elemental staffs and such very few things have such resistances.
You can edit the first topic and move it to any forum you wish. There is no reason for coposting. ;) At this point one could also add professions. All of these minor tweaks can be done via modding, and I think some of these suggestions are good to implement. I would like to see nothing of the professions nerfed and things buffed instead. There are particular ones that need to be buffed, for example another idea for Bandit lord would be to set it so when one gets mercenaries they get a
Pay no attention to that man behind the curtain. That is the secret on how they get all of elemental to work.
There is only one spot where it has a bunch of scary monsters... there is a lair of a bunch of corpse spiders. I agree that the wildland there could be made more difficult.
[quote]Bandit Lord: (two bandit units and ability to convert more) With the new starting units, the two extra units given by Bandit Lord do not contribute much. Furthermore, the bandit units on the map are rather weak, which makes the skill pale in comparison with other options. The problem could be solved by creating some more powerful bandit units for us to convert.[/quote] I think this would go a long way if we could steal money from the other factions with this ability (sacrifice
[quote who="DsRaider" reply="10" id="3344738"] Quoting parrottmath, reply 9All that is left is the difficult part...making the icons and the pictures. Oh yeah and designing the champion to fight so it's not bacco the beggar anymore. I would be glad to help if you want it. I like the idea behind this quest. It has an interesting and unique reward.[/quote] Wouldn't mind the help actually. I've not got the artistic talent (I get by) But if you would like to m