Heavenfall

Heavenfall

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

[quote who="ddd888" reply="16" id="3237938"] Quoting Heavenfall, reply 14There's no good way for modders to multiply damage after the amount of members in a unit. The reason is that 5 strikes with 4 cutting attack is not the same as 1 strike with 20 cutting attack. its not like everything in troops need to be 5 attacks for each skill or the hell will freeze anyway if you really want it just make a long xml<b

22 Replies 7,777 Views
Reply to Finesse in FE Beta

Unit AdjustUnitStat UnitStat_Attack_Boost</StrVal&

11 Replies 45,049 Views

It is possible to mod the UI using desktopX. I did it in E:wom and I done it in FE. They are not compiled or anything, just open up the files and edit away.

159 Replies 302,159 Views

It sounds like a straight up nerf. Also, I don't want to bring champions that do nothing but buff in a fight. That's not fun and not awesome.

9 Replies 4,120 Views

Uploaded 1.4m http://stormworld.wikidot.com/versions#toc1 Also removing this quote from the wiki [quote]In addition, if you installed the Rivermod, it is strongly recommended that you - before patching the main game - restore the TerrainTypes.xml. Delete the one you copied into C:\Program Files\Stardock Games\FallenEnchantress\data\English\, then extract TerrainTypes_Backup.xml to that location, then re-name the

1,118 Replies 2,456,947 Views

[quote who="Trojasmic" reply="12" id="3237670"]The question I always ask my European friends is, "how do you feel about sorting?" with the day in front, it makes sorting kind of difficult doesn't it?[/quote] Not really. If you're a programmer you don't store dates in strings, and if you're using a program like excel they all support sorting dates with our method. Or what situation are you trying to sort them in?

28 Replies 33,845 Views

[quote who="seanw3" reply="6" id="3237660"]USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA! And screw you metric system![/quote] Quick, convert 32 acres into square miles! If you need help, I'll be over here laughing like a maniac.

28 Replies 33,845 Views

[quote who="Sethai" reply="80" id="3237601"]I've said a thousand time before that the solution to this debate is in the very basic mechanics. Look at a game like warhammer, or D&D: the powerful characters have similar, but better attacks then soldiers, but the units of soldiers get multiple attack dice (to represent multiple arrows, or sword blows). To compensate for this, in the later game, powerful champions get multiple attack DICE as well. So while the two are both powe

150 Replies 538,542 Views

I like it, but it should be noted that Poison is currently the "dot" damage. All the poison damage in the game (with one exception) is currently damage over time. This gives it a certain character to play with and play against. It makes it strong against high initiative units, but a slower unit (ranged/mace) does not have the same desire to protect against it. Adding direct poison damage means giving up on that distinction. It becomes just another damage type like Fire or Cold. <

22 Replies 7,777 Views

[quote who="mqpiffle" reply="6" id="3237549"]Have you tried it since they introduced the tag?[/quote] No. [quote who="mqpiffle" reply="6" id="3237549"]Also, not to go off topic, but I also just noticed the tag...what does it do?[/quote] Nothing right now. It is supposed to help the AI figure out what spell should have priority.

9 Replies 4,131 Views

I don't really like the sound of limits on tactical battles - it sounds terribly arbitrary. I can strike the enemy - which I am in melee range of - exactly 7 times but NOT 8. I want a REAL siege mechanic instead of that... thing... you are describing. But I guess it could actually turn out to be fun to play with such a rule. Techs could improve the limit. Defensive improvements could reduce it. Special army leader champions could increase it. Mighty spells c

159 Replies 302,159 Views