[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
Heavenfall
kestrel2040 said it was on their bug list, not that it was fixed.
Try setting this to 0 in CorePlayerAbilities.xml Base Gold Take-away from Taxes Percentage of gold harvest kept for each percentage of tax. Icon_Level.png 1
There'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.
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.
Still present in 0.981
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.
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
Issue persists in 0.981
Issues persist 0.981
Issue persists 0.981
Issue persists in 0.981
Issue persists in 0.981
Issue remains in 0.981
U = 0.981 Added henchmen magical traits to CoreModificantionFiles/Spelltraits.xml so they give Henchmen Grey magic and Spellbook unitstats
[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?
[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.
[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
[quote who="Gammit10" reply="1" id="3237651"]You have 27 months in a year??? [/quote] ^American
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. <
As long as Freeze is in the game, every enemy without a constant ranged attack can be kited.
You should not be able to build on Swamps, if you can I think that's a bug.
[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.
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