[quote who="Fezziwig" reply="82" id="3335128"]My problem with them is that they simply don't make a lot of sense. Why does the area around your outpost only get the bonuses? Shouldn't the area around your cities get the bonuses as well? You would think that a populated city would generate more bonus than a remote outpost.[/quote] Although i do use these upgrades, only sparingly when it comes down to it. Here is an outpost suggestion: The upgrades for the outpos
parrottmath
One major flaw or issue is if one has multiple productions qued up then the production itself moves to a halt. Sure all the buildings finish but it will still take the 29 turns for all the buildings you have qued up anyway. But if you would like buildings to come out sooner, then you would have to micromanage each individual building to ensure that your production can go quickly. Also, given a large amount of buildings the game will have to divide each of the work load which may inevi
An alternative to Firefly's idea is to refund the population cost to the city controlling the outpost. Then the cost is mute for the outpost building, but could also provide a different mechanic of transfering a population. Also, it could cost to build an outpost 30 gold and still refund the population back to the controlling city (this alternative will be a feature request, as I don't think it can be modded).
[quote]Just spent my first hour with LH and decided to take a quick look in the Workshop. I notice the file sorting has been fixed up so we can now sort files via name or date when loading.[/quote] Now this will make my life a lot easier. After making 80+ city tiles it was getting rather difficult to fish through what I've done and haven't done...
[quote who="Heavenfall" reply="5" id="3335085"]heads flying all over the place.[/quote] I see that you are using a modded game here :) But I do agree with Heavenfall here, battle doesn't lend itself to calm peasants.
I really like these tatical battles. From a modding perspective would it be possible to make tatical battle maps that have trigger events... or possibly make it so when visiting a town we can get a tatical view to purchase goods and stuff... I've been contemplating an RPG mod and would like some of this functionality from the tatical maps (even if I have to wait to another iteration of elemental).
There are sometimes islands out in the water. You can get to these islands by land bridges from the spell raise land. Islands are not a real part of the game due to boats and the poor mechanics dealing with boats. If you have really good suggestions about boats, I'm sure that they would like to listen to them and see if they are easily implemented. At this time though the general consensus from the developers is that boats are just too big of a problem for how they are implemented.
Flying units are able to fly over mountains and water. I do recall air elementals in particular can get rather tricky when they come up over a mountain to surprise you.
It seems that the pioneer cost is too excesive for the outposts. I suggest instead of changing the cost of the pioneer, buff the outpost to justify the cost of the pioneer. That I think would be a better solution to the problem. Under the current circumstances the outposts are good for their purpose, but maybe add something to their functionality.
If you go to the stardock store (not steam) and click to look at legendary heroes. You see a bunch of red writing underneath the picture and a link to purchase the game for the discounted price. After you purchase the game from that link and you should get a steam key to unlock legendary heroes. As for poelzi, [quote who="poelzi" reply="1" id="3332997"] the answere i got from support... "That is not possible. Sorry." [/quot
[quote who="halmal242" reply="57" id="3332649"] When I made a version of this I just used the chest item for my militia. It made them stronger but not overpowered. So the most powerful militia would be light plate with whatever weapons tech allowed.[/quote] I can make them look like they are decked out in more armor, but only give the armor value rating of a usual chest piece of the equivalent item. I think that will work out neatly and make them look more armored, b
A cursory glance at the files showed that I've got all the vanilla armors taken care of and I'm not sure what armors you are missing. If there is another mod adding some art definitions or something that could cause a conflict, but I'm not sure otherwise why it is not working.
[quote who="ShadowDragon8685" reply="53" id="3331954"]I seem to be having a problem, and I'm not sure if I can fairly say it's a problem with Henchwomen or not, but...[/quote] I'll check to see if the problems are with my files or not. Unless they changed some of the art-definition names there should be no problems and if you can specifically tell me exactly what armors are causing the issue. Basically the way the mod works is I tell the game what armors the female henchme
[quote who="Furibar" reply="52" id="3332151"] (It would be easier to find it on the Nexus or, at least, on WinCustomize ... even if you don't ask my advice !) [/quote] Unfortunately, I was in the middle of updating some of the graphics before I put it on WinCustomize, then life got into the way (sorry about that). The mod is horribly unbalanced in terms of the environment as a dragon tried to take one of my cities with this mod on and I won the battle with just the militia (i
[quote who="Markon" reply="12" id="3331582"](unless the mod also makes the AI do it intelligently?).[/quote] The mod does not have this ability. But then again if somebody is playing with just automatic building placement the mod doesn't give the player any significant advantage over the AI in that regard. The problem arrises when manual placement is on and in that regard the player will always have the advantage even without the ability to snake your city. The oth
[quote who="GFireflyE" reply="8" id="3329088"]parrotmath outdid himself. They REALLY complete the city building aspect of the game[/quote] Thanks... I really enjoyed adding snaking back into the game, but they are not going to add that back in anytime soon. What they should add to the core game is the bridge (probably a better looking design by them), even if they don't add snaking for the bridge building it would provide an appropriate strategic element for the AI.
hmmm.. that's still in there. I think that needs to be addressed at some point.
One possible option for adding more summoning spells is to do a series of quests where the quest rewards is a summoning spell. I've not the time to implement all the details of the quest and the code required, otherwise I would do such a thing. My summoner mod was my first attempt at making summoning a little more viable for the player who wants to summon creatures. Namely it adds units with the ability to summon an elementals. Unfortunately, this is horribly unbalanced
Thanks... this is one of my favorite mods I've done.
[quote who="DeViLmAn_Niteshade" reply="49" id="3325456"] Been a bit since I poked around here but I'm guessing this version is still current and compatible with the latest patches for Fallen Enchantress?[/quote] As far I as see from the logfile balance changes. I haven't noticed a change with the henchmen.
They had this in the game proper and they removed it during the beta process to give more strategic element to the game. Plus there is a severe abuse that people could do with snaking that the devs felt was too much power for the player vs. the AI. If the AI gets good enough they may introduce it back into the game, but not likely.
Thanks for the balance tips. I will look into changing things a bit with the tiles.
These summoner units are rather devistating on their own since they cost no mana to summon these troops. The idea is to keep them in the background and let the summons kill all the other troops. My balance is that the summons has a range of 3 from the caster and a lower level compared to the sovereigns summons. I think the range implementation may be a problem with the AI using this unit, still more tests needed to determine this or not. [quote who="nDervish" reply="43" id="3302669"]I
Thanks for the feedback. I don't quite understand why my mod is not compatible with the other mod, unless the other mod changes the internal name of the techs. There is a invisible pre-requisite for these summoner units. They need "enchanters" for the staves they use. But the traits themselves are unlocked with each of the books. Next time check to see if that is happening. (I've checked the other mod and it doesn't change the name of the tech so it should work). The
The only other way to accomplish this is to design a senario. I'd go with heavenfalls direction though