Heavenfall

Heavenfall

Joined Member # 3239800
337 Posts 8,866 Replies 34,020 Reputation

Try adding -localdataonly to shortcut Otherwise play without rivermod. If you're still crashing after that, the devil take you!

1,118 Replies 2,456,939 Views

Tech tree interdependence is killing long-term strategic choices. Every game by turn 200 I have almost exactly the same techs researched. Edit: Instead of interdependence, ie it REQUIRES a tech from another tree, I wish there would be bonus unlocks if you had something from two different trees. Research Chainmail and Enchantment and you can build Spectral Chainmail shirts (same stats but no weight). [quote who="Kongdej" reply="10" id="3239523"]Really good

46 Replies 30,691 Views

Open installation directory, go to Data/English/ElementalDefs.xml and change 3 to your heart's desire. You need to restart the game and start a new game.

2 Replies 5,090 Views

See this reply first, it's a more elegant solution: https://forums.elementalgame.com/432806/get;3239436 Unit UnlockUnitAbility Reliquary_Cursed </GameModifier&gt

19 Replies 11,099 Views

There are a whole bunch of problems with the tech tree that prevents the player from really making a long-term choice for strategy. First off, Civilization doesn't offer any military advantages other than group upgrades. It is supposed to support a faction specializing in civilization with influence and being able to recruit monsters from the world around you. But these are just woefully underpowered to any trained units. Second, there is no real choice betw

46 Replies 30,691 Views

[quote who="Kongdej" reply="5" id="3239424"]The only issue I see with the current hp settings are the Hero HP only was changed from 15 base to 16 base. and Paridens and Resolns troops are ridiculously weak in HP... Sincerely ~ Kongdej[/quote] Yeah, the blood flaw of -1 hp per level is really punishing now. I had a resoln champion go practically useless after suffering a -25% hitpoint injurybecause it was basically all the bonus I had gotten for a level 6 her

47 Replies 12,512 Views

Another solution is to split the effect in two so you do two meleeappliesspell to different spells. A bit spammy but it works.

19 Replies 11,099 Views

It certainly is bugged, only one effect gets applied. If I put 1 it works, but that's not a solution. Time to go through my meleeappliesspell stuff and see if I need to change anything. Thanks for posting this bug. If you want a work-around, make the spell apply a trait instead to the target. The trait can expire after 5 turns, and you obviously don't need to worry about it stacking.

19 Replies 11,099 Views

Well, I'm glad you're enjoying it but it shouldn't really be more or less difficult than playing the normal game. [e digicons]O:)[/e]

1,118 Replies 2,456,939 Views

It must be some special circumstance then. here is an example that works. It is a weapon that calls a spelldef. [quote] Sword 10 Weight +17 Cutting attack +2 Initiative Each time this weapon strikes an enemy target 3 Spell Mastery and Spell Resist is drained from target and given to wielder for 10 round. Stacks.</

19 Replies 11,099 Views

Looks like the quest you get instead of the right one when using TurnNumber varies. If I add one event I get the pop-up above. If I add another completely different event I get Meteor Storm event instead.

4 Replies 2,454 Views

For those trying to come up with custom events, I've run into two issues you should be aware of. First, if you use the TotalPopulation trigger [quote] TotalPopulation 400 > EventLocation 1 <Trigg

4 Replies 2,454 Views

[quote who="WebGizmos" reply="6" id="3239100"]I just ignore idiots like that...they really hate that. And if anyone asks why your not responding...just tell them you have an app that can block them from view and you didn't know they were doing anything...talk about pissed off.[/quote] That's a great idea.

33 Replies 133,986 Views