I think modding need some love. It's a shame there's only 2 big mods around, but I understand why. 1. Fix 1 crashes on monsters that doesn't have the animation (Fire Elementals for example). 2. Allow all monsters to be in packs of 7 if we want it to be. 3. Quest xml doesn't work for more complex quest than "kill this mob". 4. Split CoreAbilities.xml into separate ones for player abilities, factio
Henrikwj
No doubt. Most of the faults lies with the Game Engine.
[quote who="Heavenfall" reply="833" id="3294750"]I had a similar problem with one of my monsters a bit back. This was the culprit 1 [/quote] I tried to remove this from every FireElemental but it crashes the game at random, and corrupts your saves for that game.
I've stuck with Fight Monsters quest because you have to be very careful what you do with the others. I haven't had the problems you have but here are some observations when creating quests: I haven't been able to get multi-step quests to work. If you choose a lair as a quest-location, it will spawn with monsters. If your reward is spawning something on the map, whoever triggers it will loose the game. Creating Strong dif
Without knowing what skill it it, it's hard to answer that.
If there's 2 important changes you should have out before Christmas it should definitely be the power level of bear camps and the Fire Elementals that drop through the ground and makes a battle with them take anywhere from 10 minutes to 60 minutes.(Unless it's a vanilla problem)
Personally I don't think it's a problem. When you have played this mod for awhile you know which mobs to kill before they get out of hand. However, you should take a look at bear-camps they become very hard to kill super fast. If you start the battle then auto-resolve you usually get better results than just using auto-resolve, except when spellcasters are involved, then you should auto-resolve no matter what heh. Are you working on a release Sean or are you happy with
His name is General Carrodus and is located in Research2. The bug is only him and started immediately. https://www2.qualiware.com/fileshare/?f=1872&fid=7c5de756 Another bug is that Fire Elementals disappear under the tactical map and when it's their 2nd or 3rd turn nothing will happen and you have to auto-resolve it. Y
I'm having a problem with the level 9 Supreme Commander champion (Kingdom) that you can recruit. Every time he goes into battle loading the tactical map takes 2 min (from instant) and the first 4 turns takes 2 min between turns (from instant). The name escapes me, but he is unusable in his current state. I dont know if it's the mod or the game that's acting up. If I had to guess, I'd think it might be the Supreme Commander trait that makes it slow
I think you may have gone a bit too far on the difficulty :). The bear caves now spawn 3x Cave bears + 6x Bears, which roam and wreck havoc, and really put your cities at risk in the start of the game, not to mention you'll have epic packs within 10 tiles of the starting area. (difficulty: Harder/Harder/Dense/Terrifying). I play on a large map with 5 other factions and on turn 150I still haven't met anybody, because we're all boxed in by Deadly/Epic packs. </
The quests will certainly be more in line with the difficulty of MA, that's for sure. I already tried to put a company of hoarder spiders into it, but it didnt work hehe.
Thanks, that was exactly what I was looking for. The folder is just a copy of the game, but with Master's Affliction mod in it, so I dont know why it crashes.
I pointed to a specific folder (C:\Program Files (x86)\Steam\steamapps\common\Elemental Fallen Enchantress - Master). When trying to start the wizard, it crashes. However, if i point to the real folder there's no problems. I imagine there's either a hardcoded path or maybe it doesn't work with modded FE :). Maybe I don't know where to edit the mobs in the wizard, but I haven't found it yet. Any help is appreciated. <img src="http://img.photob
Thanks, I'll give it a go :)
I'm in the same boat as you Wizaerd. I want to test my quests, but I can't figure out how to place them. I can put down trees, houses etc. But NPCs and Quests it doesn't want to place.
Is it possible to get this mod without having to register on a 3rd party site?
Does this contain hardcoded paths? Having a custom folder with elemental in it crashes the wizard. The wizard doesn't load/remember the objectives set when creating the quest.
Great mod btw. Been playing it a lot lately, however there are some balance issues with the champion classes I believe should be looked into. General: -Maybe it's a modding tool problem, but it seems all abilities are buffs. Flurry gives you 3 rounds instead of 3 attacks etc. (Which means faster refresh of abilities and buffs running as well) - After using Flurry your champions is skipped a turn. (It is not mentioned in the tooltips if in
I agree, something has to be done with recovering hp in a city. As it is now it's more efficient to disband a unit and build a new one than letting it sit in a city for 40 turns.
My fast paced games are pretty fast compared to epic as well. Did you install the 1.01 patch?
I believe that items you can buy in the shop and create yourself have low values, while items you can only loot have higher value.
Is there a reason for some recruitable hero camps that turns out to be mobs instead and dissapear when cleared or is it a bug?
edit: nvm Taxes were set to none.
Personally I liked the pace that was in 1.00. It felt better and spec'ing your Town to produce more gold while idle was worth it. Now it never is idle and therefore 1 useless upgrade, in my experience anyway.
Since the increase of building cost being increased by this setting, a city with 4 materials will not catch up to research. I've had both Conclaves and Towns in forrests with 3-4-2 not being able to keep up with research and therefore no idle time at all.