parrottmath

parrottmath

Joined Member # 3119455
208 Posts 3,333 Replies 25,812 Reputation

I wasn't wearing any shield... I was not strong enough to use these axes (can hold 15, axes wieght 15). The point is that the UI is not very clear why we couldn't use such a weapon. Sure when selecting it the weight bar fills up and is red, but that is not obvious that I couldn't lift the weapon. It should indicate in the tool-tip if possible that I wasn't strong enough or the reason clear in the tool tip.

2 Replies 4,630 Views

I did spend some time and produced this new waterfall. https://dl.dropbox.com/u/75549875/Fallen%20Enchantress/Waterfall/LHversion/River_CliffEnd.zip I included the file for the developers... not necessarily to mod the game at this point. I'm sure at some p

7 Replies 3,247 Views

I noticed with the new patch that you've updated how things sit by the cliffs including the particle effects. Thus, we have this picture problem with the waterfall The particle effects are not displaying correctly.

7 Replies 3,247 Views

[quote who="Derek Paxton" reply="87" id="3340303"] http://screencast.com/t/qapOkXLwRf Yes it is.[/quote] Now I can't stand it no more... when is this update coming... dual weilding axes and all these other goodies is making this into a spectacular game day.

109 Replies 74,811 Views

No... what they mean is that the game has a set of rules. These rules are designed around the ability to provide a fun and challenging game. The balance is between the fun and the challenge. A game that is too difficult is a lot of times not seen as fun (especially if it is impossible) and a game that is seen as easy is a lot of times seen as fun (especially if you get a sword of godly power and get to pound people into the ground all the time). Of course there are impossible situatio

13 Replies 12,624 Views

[quote]Firstly there is still the bug from the original Elemental: War of Magic whereby holding down shift causes the mouse to jitter.[/quote] I had extreme difficulty in getting this to happen on my computer. In fact I couldn't reproduce this effect what so ever. I held down shift rotated the screen moved the mouse around for a good 10 minutes and couldn't get this to happen. How did you get this to occur? edit: Ahhh it was the right shift that can cause this effect,

4 Replies 9,774 Views

did you mod it to 1 and notice that it was doubling? How is this calculation taking place. Is it a replacement value, or is it an additive value. Or is it a multiplicative value. Because if it is mutliplicative wouldn't it suggest that if you have 2 characters you get a times 2 bonus. If there are 3 you would get a times 4 (the usual bonus)... If there are 4 then you would get a times 8 (the usual bonus)... but without actually looking at the code I'm not sure. Or some what alon

19 Replies 12,992 Views

When visually looking at the waterfall I'm seeing some transparency issue with how it looks. Obviously hard to describe, but here are some screens Look at the rock where waterfall goes over the cliff. I think it has to do with the transparency with the boarders of the rivers being a little more tranparent. <img src="https://dl.dropbox.com/u/75549875/Fall

0 Replies 1,054 Views

[quote who="ben_sphynx" reply="112" id="3340160"] Part of the problem is the inconsistency of the monster behaviour. If it was the case if whenever a city was built within 5 squares of a monster, the monster would attack the city (AI players cities too), then one would know to always defend the city, or to not build it in the first place. But the truth is, 95% of the time, cities can be left safely undefended. Often monsters move

132 Replies 432,303 Views

Not sure how I would go about modding it in the first place. I would have to do quite a bit experimenting with the leveling of the roads. Not to mention I would probably have to draw up some new graphics to see if the game actually can detect new roads. Heavenfall might know more about this stuff, but I don't think he played with roads either. I'm pretty sure that I cannot do your suggestion to say build roads between city A and B, that would be a feature request. I think it m

39 Replies 125,924 Views

[quote who="Sanati" reply="1" id="3339952"]4. Has been around since FE came out with these city defenders. Been reported multiple times since. One of those bugs I don't think they care about unfortunately.[/quote] I do believe they care about this particular problem. I think they are having difficulty tracking down the root cause of it though. It needs to be fixed though.

4 Replies 4,851 Views

[quote who="Sanati" reply="2" id="3339938"]1/1/4 is much, much better than 4/4/0.[/quote] If you got the spells for it... ;) a brute force I want no magic game... not so much

4 Replies 11,280 Views

The only tile that has an effect on the tile is the tile the city sits on... The tile values are determined by the environment around and what you see is the results of this calculation. Thus, in a sense the 5 / 3 / 0 is a representation of what the tile and all the surrounding tiles are contributing for a city specifically at this spot. The other part of radius expansion is to make a contiguous empire to control unrest in non-capital cities. It truly sounds like you are advocating fo

4 Replies 11,280 Views

[quote who="GFireflyE" reply="14" id="3339773"] Quoting enoeraew37, reply 13 How bout a status update Stardock? Those of us who got of the beta train at the Fallen Enchantress stop were wondering if you are going to continue to provide updates and whatnot. Thanks oh, I don't mind the beta testing at all....and would gladly still do it...if it weren't for steam. But I'll hold to my convictions and miss out on a great expansion because of those convictions...c

44 Replies 83,317 Views

[quote]The first one concerns the random maps that are generated. I find that most of the time they do not make for enjoyable games, by which I mean that there are not a reasonable number of city sites and resources to make playing the game fun. I realize that this is a matter of personal preference and that others might not agree with me, but I wanted to mention it.[/quote] What settings are you playing with here... If you would like more settable locations do you choose a temperate

4 Replies 4,685 Views

I find the tatical battles a lot more fun in this context with the implementation of these special attacks.

17 Replies 19,082 Views

[quote who="onomastikon" reply="36" id="3339817"]That's fair enough. I suppose what counts as "fun" in this context differs for quite a few of us. I do not dislike spears' special abilities because it is "unrealistic" (as if throwing fireballs, for example, were realistic...), but because it feels gamey, and for me, at least, that is not fun. I would hate to have to mod it out and mod bonus vs mounted in, because I am admittedly an idiot and cannot mod to save my life.[/quote] <p

46 Replies 18,015 Views

[quote who="kobito" reply="106" id="3339683"]: First, what happens if the AI takes one of "your" cities that is currently "infested" and second, what if one of the (poorly protected) AI cities falls into the hands of monsters? Will it storm against the monsters completely neglecting other players? If the AI is unsuccessful, it will possibly level the "monsters" within the city making it even more impossible for anyone to take it back...[/quote] First If the AI takes one of the current

132 Replies 432,303 Views

There are lots of good suggestions and looking through the xml files they did have levels of roads still sitting there, although I can't say anything about their functionality.

39 Replies 125,924 Views

[quote who="mqpiffle" reply="25" id="3339523"] Quoting Derek Paxton, reply 24 and its easy to create weapons that give bonuses vs mounted units There is definitely neither an easy nor good (or even possible) way to give an unmounted spear-wielding warrior an intrinsic bonus to a mounted unit, which is based solely on the weapon their wielding, through the XML. Unless you've recently stealth-added a new tag or two that we don't know about.[/quote] I thoug

46 Replies 18,015 Views

It might have to do with the steam cloud. Which you can switch off for Legendary Heroes (the switch is game specific and in the properties).

5 Replies 10,863 Views