[quote who="BlackRainZ" reply="6" id="3354074"] Wages is affected by training time and the wage multiplier in the elementaldefs file and also how many soldiers are in the unit. These three affect the wage of the unit. This is the only way to set wages other than just no wages or the champion thing. You can play around with the numbers to get the desired wage or just get rid of wages for it altogether. In my opinion, it is unrealistic for mercenaries not to have a wage. Usually mercenari
kwm1800
I am so sick of these gold-sucking units, thus I decided to fix this myself..... only to find there is no mention of any wages on "hunter" and "mercenaries" yet those units' wage is far higher than any other designed units... .....oh wait, is tag is what makes those unit unkeep more expensive? Is there any way to set fixed-number wage on certain unit or designed unit via trait?
If that code works, they may finally fixed 1 ruining the whole code (or not?) But I can easily guess has not been fixed. I can't bother trying this again but regarding Stardock's stance of modding a.k.a "nop" it is still burst after 6 months of the release of the FE. See this thread. <a href="https://forums.elementalgame.com/436469/page/1/#32747
This is an engine glitch. It is not going to be fixed. Stardock had to removed turn restriction on raze the city because AI simply ignores the restriction for this same glitch behaviour
[quote who="parrottmath" reply="102" id="3353301"] I disagree. My biggest difficulty in modding this game is drawing the darn icons.[/quote] Really? OliverFA put his some input, but let me add more: there are too many inconsistency and too many limitations to do anything on this game. Like... dynamic cost for casting something fronthead? not possible. Even setting things like
[quote who="mqpiffle" reply="97" id="3353270"] Quoting cwg9, reply 96 such as increase world XP availability, reducing hero level scaling, or shortening their skill trees so there is a better match with the amount of points we actually get to spend. The thing is, all of these can be done very easily with modding. The game is balanced in the eyes of the developers. For those that want a different experience (no pun intended) you'll have to open up the xml
[quote who="sweatyboatman" reply="92" id="3353195"] Are you seriously making the argument that stack-of-doom should be buffed? I understand that having multiple armies is strategically better than having only one army. That is the reason I try to build up a second army as soon as I can so that I can do more questing/monster-killing. That is as it should be. You are over-thinking this. [/quote] <s
[quote who="sweatyboatman" reply="68" id="3352795"] Quoting Burress, reply 66They are rpg-players, they will not want to deal with complexity of dealing with empire-building and building a 20-30 turn army for each champion to get what they want, if they even realize this is how they have to do it. For someone who is all about the FSP, you sure are obsessed with min-maxing. Tell you what, stop thinking about maximizing XP gain and just play the game the way that fe
And no, with current state, no one is going to mod this game to test those balance issues. Do not attempt to wonder why there is/will be very few mods... This game is just barely moddable. Just barely, really.
I am just stunned at so many people missing very important point : This game is 4X + RPG , not just RPG nor just 4X. Even before we are talking about modern RPG xp system and MMO mechanics, the most obvious problem with XP split is that RPG elements (sov and heroes) have to compete with 4X elements (troops), and such drastic change on XP system does not fond well because on
http://www.gearboxsoftware.com/community/articles/1029/homeworld-acquisition-and-plans/ thing is. It just does not make any sense, with gearbox has zero experience with rts games. Or are they going to make fps homeworld? still I hope for best outcome.
This is one of the reasons why Beast Lord is not really OP, due to lack of defense in most of the monsters except a giant rock spider, which has ok-ish but still not enough defense. In general monster needs different levelup system. Currently, levelup only gives more HP, not attack nor defense or anything else, making monsters pretty much meat-shieds in late game except dragons.
Seriously Brad, heroes are quite useless in... Legendary Heroes (despite the name). [e digicons]O:)[/e] Even if exp split is removed, the hero trait tree is so long and tiresome, desperately needs to be condensed.
Notice rather inactive modding forum? I really don't think it is worth for the trouble because this game just has very basic stuffs regarding mods. Unless someone finally does brave, tiresome work called reverse-engineering-whole-engine, the modding FE/LH is just tiresome and tied to very basic, simple mods.
I already tried that number, and they said they do not handle anything about account issue on that telephone number anymore.
I have a account ended with @msn.com. Yes, it's a decade-old account with password forgotten. The reason I am concerned with this account is that it seems... it is hacked and someone else is using that account. I've been trying to do anything, like doing password recovery page, visiting local Microsoft office, store, and some phone call to customer support.... none of them are working nor trying to help me. What I know is, they pretty much
[quote who="Hellknight imp" reply="31" id="3290794"]Umm... Anthys is about twice the size of a large. How do i play this 5x bigger we were promised, Sorry if i come off as rude but the "5x bigger" is the only reason i bought this map pack.[/quote] editing several codes or downloading a simple mode, you can play such big maps.... as long as your computer handle it and the game does not break from massive memory problems. Personally I have not playe
Can you please tell us how many new random-map stamps are included?
And it is probably one of the reasons that Beast Lord and other similar professions (i.e Bandit Lord) are completely useless for AIs because they do not use those things in both 'by chance' resolve and auto-resolve.
[quote who="Tuidjy" reply="1" id="3289341"] Turn 15, and another bug raises it ugly head. I watch the level 1 Augus solve a strong quest that involves a fight that he has no chance of handling in a thousand tries. He gets the level 4 fire mage Haitan. If AIs get no bonuses on Challenging, a level 1 should not be able to handle a quest that a level 10 could not solo without exceptional equipment. [/quote] It is not a bug; it is
[quote who="Heavenfall" reply="857" id="3288149"]It is untameable in next release. Sneak peek of new burning lands forests: http://i.imgur.com/l4jLw.jpg [/quote] I don't think limiting the content people can enjoy is good idea, and this game itself is already severely damaged from lack of interesting contents in general.
I don't know how you managed to not use cloth mode at all. It should automatically turn into cloth mode when you zoom out far. For my game, it does (it goes cloth mode as soon as I zoom out far.)
Actually Vampignon seems ok (if that's the right model, that is) but definitely others are broken.
Electroalg, Vampignon and Kami's cloth map models are broken. Also, Demonhound in cloth map is really small. It is not broken, but the model is hella slow.
[quote who="Heavenfall" reply="7" id="3278562"] quoting post This is more like a trick question, but I think I found a bug that for some reason, it decreases the minimum distance for setting a city. I think minimum distance is like 9, and I just realized I am creating a city right next to it! (only 5 tiles away) First of all, the distance differs depending on the size of the map. You can change the dista