Thanks, I appreciate the response. I have found that we are at least able to assign essence yield in cartographer through the tile mod option. I think I'll just go that route for the time being, as essence yield was really the main item I wanted to change. Not that it wouldn't be nice to have the map accurately model the tile yields based off of the newly placed resources.
Rhettrongun
Is there a simple way to update tile yields on an existing map? Maybe from within the cartographer map editor in game? I cannot figure out how if there is. To elaborate, I tried to setup a TSL Anthys that has a larger supply of shards/crystals available near capitals. I noticed that when I place a shard adjacent to what is intended to be starting location for a faction, the essence yield does not change. So, I figure there must be roundabout way of modifying the tile yields. I
[quote who="dknippe2" reply="19" id="3285552"]This is being echoed everywhere, but I'm just so impressed with how you guys have acted and delivered throughout your journey from WoM to FE. I had pre-ordered WoM but it just wasn't doing it for me. I followed a lot of the journals as you made progress, then kind of moved on to other things like ME3, Skyrim, D3, etc. When I got my email saying I had a free copy (I knew I would get one at some point from follo
Cool mod, I wish I'd tried it earlier. Thanks for posting the vid [e digicons]:)[/e]
It's likely just as Tuidji points out then. Once another faction starts constructing a wonder, it will no longer even appear as a build option for you. This of course means you can benefit from this mechanic too. So you could rush to something like Erog's Tower, and then start on a 45 season building project without worrying about someone else completing it first. The only way you don't end up getting the wonder at that point is if the AI manages to conquer your settlement. <
Per the description for them: " Long before men walked upon Elemental, dragons filled the skies; for thousands of years, the Nine Broods dominated the world. They dug great caverns in the mountain ranges of the north and west; built burrows of unimaginable size in the deserts and jungles of the south and east. Then came man; then came the armies of Al-Ashteroth, bent on supremacy, seeking to obliterate any who stood in their path. Individually, the dragons were mo
Yes, I've seen this too. It seems like the attack animation lightning strike and the actual damage being applied are both separately randomly targeting an enemy.
There is already a high level death spell that does very nearly what disintegrate does. It's called "Kill" and requires death archmage ability. Honestly I never try it though. It costs a lot of mana, but usually by that point in a game I already have quite a bit, so the high mana is not the issue with it. It takes 2 turns to get off the spell... To make matters worse, if the target resists (per the description anyways) there is zero effect. So, my suggestion to you is to
^Right, the defense values you saw on the militia were likely some combination of attacking a fortress settlement that has walls of some sort plus the militia using defend.
[quote who="KingHobbit" reply="8" id="3280683"] Quoting seanw3, reply 2This would be a nice feature. All heroes look the same in the end. I think it seems odd to want the bonus of an item but not look like you are wearing it. Just don't put the helmet on. However,because all champions are all magic wielding masters of the sword they are all the same. I appreciate the customization but because all champions have access to magic and are mast
I took on a dark wizard with 2 ritualists and an assassin demon with him using two L14 champs. I had an unlucky start to the battle and didn't kill any of them except doing some damage to the demon. So, the dark wizard got off his despair bomb. It killed the champ with the lower HP and brought my other one down to 1 HP. I then went rage autocalc at my "bad luck", and somehow the autoplay screen showed my 1 HP champ as the victor... Once again, I forgot to check details. I guess I was in s
I looked at his stats post 1.02, and noticed some big changes. The most significant being he had fire breath swapped out for despair. As powerful a spell as despair is, I'm almost thinking he might kick my ass the next time I attempt to complete the master quest. For those that have already tried it out since the change, is it a challenge now?
Wow, that makes no sense. Crystal is only needed to make elite units. You can still make decent ones so long as iron is available. So it sounds like the AI just crapped itself there. I've noticed that the ai will stop moving an army at times. This would be at inopportune times too. Like It's at war with a powerful faction and a decent army it controls just camps in my territory doing nothing. All the while I see reports that its losing cities. For these instances I think it ca
I was interested in making my own quests until I hit a road block. I was unable to even edit the name of an existing vanilla quest (Black Gate -> Black Gate Edit) successfully. I'm able to mod items/weapons/units/etc... with ease, but for some reason the game wouldn't recognize any changes I attempted to implement to that existing quest line. My goal was initially to give Waerloga dragon minions. When that failed I tried to make the most basic of changes. So, when t
It was something I liked about WoM too. It added an extra element to diplomacy, and an extra in the role playing dept as well. The diplomacy in this game is a weak area imo also, so hopefully it's implemented in an expansion or dlc.
I guess I kinda cheat in this sense, as I will generally ctrl-n until I get a starting location and yield I want to play a game on. That tends to be 3 essence, because I like the huge effect per essence spells like propaganda/arcane forge provide. I've been picking conclave as my capital just about every game also. High essence for conclave turns into a really nice early mana income, and I like to play spell caster sovereigns. Although, I can certainly see why having a high essenc
[quote who="Schweiz" reply="12" id="3278227"]Maybe we can throw some s at the devs for this to be changed when the AI gets an update. Unlimited range is very powerful. Weed out the weak and make the initial damage dealt in melee combat minute can make battles brutally one sided.[/quote] Yep, I would love to see range penalties or limits imposed for this very reason.
I'm pretty sure it's a straight forward +2 SM => -2 to chance enemy will resist a spell.
[quote who="rvgr" reply="6" id="3275728"]This does highlight one problem with FE: by the time the high level techs like catapults become available, the game is usually over. All those fancy end of line techs usually appear too late to make much of a difference.[/quote] Sounds like you should do what I did and start playing all games with "fast" setting for pacing. It's part of the game setup, and I have found it largely fixes this problem. I was even interested in selecting a "fas
[quote who="King_Felix" reply="3" id="3275534"]RPG/strategy mix and the possibility of modding.[/quote] Yep, this for me too. This game reminds me of Lords of Magic, which was one of my favorite games.
[quote who="GFireflyE" reply="21" id="3275764"]Definately agree that the concept of summoning NEEDS a revisit. Being able to summon multiple copies of creatures would be an excellant start. Being able to summon more variety would be awesome as well. However, I caution that summoning can't become too powerful that troops are again ignored. The fact that summoning doesn't require use of the city queue in itself is a HUGE benefit. If you had the ability to create an army throu
No, it does not. It just allows you to summon something with 1 level higher, or basically a summon with more HP. It's not really that useful. As far as the ice ele tanking, yeah it's usually just 1 turn for something tough like a Dragon or even a bone ogre. With that said, I suppose "tank" isn't the right word. Maybe playing decoy is more apt. I still find it worthwhile, as it's a way to keep the dragon from attacking something more important for 1 round. Especially wh
I find summon ice elemental the most useful summon in the vanilla game. It's instant unlike the earth/fire summons, it can tank a tough enemy like a dragon for a turn (which can potentially 1 hit champions otherwise), plus inflicting slow on high level enemies is really useful. I'd say getting rid of the extra turns needed to cast earth/fire summon tactically would make sense. Just make them cost more mana to cast.
I threw together a minor mod to make him a challenge. He should have 2 level 8 dragons (1 ash/1 fell) with him, ~300 HP, plus a bunch of useful abilities like deflect arrows/impulsive. I noticed even the dialogue just before fighting him is dated. It implies your army deserts you leaving the sovereign to solo him. That sounds like it was from the beta version mentioned above. So I edited that part too. I'll finish testing him out tomorrow on a tiny map w/cheats and see how it turned
Back then my only complaint with him was that, after you 'lost' to him ... sure he is on the map now, but all he did was SIT there. IF he had been an active AI going about destroying (or rather conquering) the lands would have been hands down BEST final boss ever. Actually ... yea ... It'd be cool if Waerloga, upon being released, started (if not outright attacking ALL your cities) taking over nearby cities, training late-game armies, and sending them