either remove or set it to 1 And actually I am trying to figure out a way to limit the summon to certain number, but I don't see such command....
kwm1800
It is bugged. I just found it. You can try set up the city distance for custom map size, but the game ignores it. Oh well, since Map Pack is coming, I guess Stardock is going to find this out in hard way anyways...
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)
All we need is making AI use those henchmen effectively, and we, really, need, more heroes on the map. Or like wondering heroes or visiting heroes like in MoM (my god, a 18 years old game has better mechanics..... almost unbelievable)
[quote quoting="post"] so i'm playing a trog game, focusing on early zergrushing my enemies. I've wiped out 3 factions and conquered 6 cities, before i finally decided to go into a settling down and building phase. These cities i've taken, are unlike anything i've ever seen. Thanks to turning the difficulty up higher than i ever have before, the AI cities were given massive bonuses, which are now mine. I took the krax capital which has a BASE yield of 6 grain,
It's been updated for 1.02, and with two new summons only for Summoner profession sov.
I am sick of seeing poor starting position, and I am more sick of the fact that most AIs cannot cope with poor starting position than human players. I believe making the first city pre-determined numbers (like, 4 grain, 4 production and 2 essence regardless of where you settle.) I can't find anything for founding a city.
If BeastLord needs any nerf, it would be mana cost required to tame a beast should be variable to either level/hp of the target beast. The problem is that the game is bugged that it is currently not possible to implement it as a mod.
It is posted, and now I am working on unique summons for summoner.
I really like the idea of Smite spell.
[quote who="NanakoAC" reply="14" id="3276522"] don't they have less HP, and no fire resistance? Besides that, if they're not lesser, then they should be. the ingame descriptions specifically describe ashwake as the greatest of the dragon breeds[/quote] Well, even with lore (its description on power compared to other dragons is very vague at best), it's hard to say. The thing is Ashwake is immune to fire (not 'resistance'. They
The file has been updated with several crucial fixes (11/14)
Because of the save-load bug on my machine (it's AMD.) I am forced to play this game as Iron Man. Well, at this point with now you can buy potions to heal wounds from champions, 'Iron Man' is kinda pointless as long as you know each monster lair type in great detail.
And to OP : Yeah, it is absurd. When I first met this final quest, fortunately my Sovereign was strong enough to solo all three dragons alone (yeah, I never thought I would fight against them, so I just sent my Sovereign alone.) But this is indeed one of less-making-sense quests.
NanakoAC, there is a way to recruit Ashwake Dragons (a.k.a fire dragons.) It's a special dragon liar guarded by a special dragon. The problem is, it is bugged.. and it never spawns on the map. I thought it should be one of the unique resource for one of premade maps, but it seems it is not the case. And no, Fell and Storm are not 'lesser' dragons. Both of them are superior than Ashwake in several ways.
That 0 level shadow warg is probably Steam client and the game conflict issue. I have both steam and non-steam version of the game, and I only experience this on Steam version. Yet another evidence that the game engine is crappy as hell. :P
And it's up now. Obviously balance needs work (well, game balance ALWAYS needs work anyway.) https://forums.elementalgame.com/436617
https://dl.dropbox.com/u/59233586/Summonmod.zip You have to overwrite the folders/files in Fallen Enchantress folder. Sorry folks, but current modding system of FE is very limited, thus putting these things on 'mod' folder will not work and probably break the game. Makes summon far more useful. Please report anything seems broken (i.e broken pic, string, etc... not just summoning related). Bal
Yeah codes are all there, the problem is, again, AIs play different game from players.
Beastlord is not overpowered. If we are talking about overpowered, we have to deal with this armorer and dodge/armor stacking first because those are far more game-breaking than everything else.
Thanks for the replies. I will definitely post a minimod on the mod section and put link here. Just need to fix some more numbers here and there. There are some very interesting and right suggestions, but probably due to the fact that there are either bugs and/or limitation, they are not possible to implement as far as I know. For instance, ^2 for each summon and limiting the same summon to certain number other than 1..... as far as I know, they a
I also made all of icons for all summons I've done so far. It is actually playable by human player, and I might post it as a small mod if anyone is interested in.
Props to Stardock for not making AI so hardcoded.... I also found out making summons available early helps AIs so much. Suddenly AIs playing the game much better.
I modded my game so I could summon some multiple weak elementals during the early game, and the whole game just got so much interesting for summoners. The reason we have completely lacking summoning system is that there is 1 summon per person restriction, it needs to be gone, and we need more early summon spells while also buffing late summons too.
Some report on those bosses and beastlord's taming. First of all, I could tame those supposedly untamable bosses... And then, obviously being boss with 0/0 movement, my army gets stuck after the battle if that boss monster joins my army (thus I had to disband that unit to move on.) But the real thing is, I just could keep taming those unmovable bosses in the wild, boosting my faction's combat rating while still relatively enjoying faster clearing