Heavenfall

Heavenfall

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

All the quest rewards are in the hiergamenon. We simply want to access that information without reloading the game just to be able to accept the quest.

16 Replies 56,874 Views

I have seem AI fail to found the first city. This occurs when the tile they start on has no yields. Sometimes they move and come across anOtyer tile with yields, then they settle there. But if they don't, they are done for. The AI is not capable of selecting a tile with yields using the sovereign.

6 Replies 3,661 Views

[quote who="seanw3" reply="2" id="3218630"]The units you add for encounters need to be in the CoreMonsterTypes.xml file[/quote] Just so we're clear, what Seanw3 is saying is that the monster type has to exist. The easiest way is to just pick one from CoreMonsterTypes.xml but you can of course create your own.

14 Replies 19,394 Views

Idea came from this topic: https://forums.elementalgame.com/430409 If a player encounters an Obsidian Golem and defeats it, the golem vows to serve the player by defending one of his cities. The mod is compatible with Stormworld. Extract it to Documents\My Games\FallenEnchantress\Mods Download: <a href="ht

0 Replies 3,406 Views

When you purchase the game you get a registration key. After registering the game with Stardock at https://www.stardock.com/accounts/register you can download the latest version of the game from their website at https://store.stardock.com/myaccount/products As for the quality of E:wom I can't say much in its defense. It remains a poor product. 5 dollars m

5 Replies 18,803 Views

Here's a very small mod that does exactly this. https://dl.dropbox.com/u/32649007/Obsidian_Golem_Defenders.rar If a player defeats an obsidian golem, it vows to serve him as defender of a city. The mod is compatible with Stormworld. Extract it to Documents\My Games\FallenEnchantress\Mods

4 Replies 7,869 Views

Something I would like to see, although it might feel gamey, is a timer on monster lairs that level up. If monster lairs near my civilization are going to magically transform from weak to strong over a turn, I would like to have a heads up. When selecting such a monster lair, a timer could be shown over the UI piece at bottom left screen. If an exact timer breaks immersion too much, I would settle for a "soon, any time now, much later" or other descriptive terms to be shown instead.</

49 Replies 24,017 Views

@OP That GPU is not going to last you a few years on anything but the lowest graphical settings.

32 Replies 126,350 Views

The following are UI issues that I personally consider critical to makin FE a great game. All can be improved. None change gameplay mechanics. Tactical combat - When we hovered over units in tactical battle in Beta 3, we got a small tooltip with the enemy's hitpoints, enchantments and combat-relevant traits. In beta 4 you basically deleted that tooltip but it was far superior to what we have now!!! Now all we get is tiny icons

49 Replies 24,017 Views

I love the game, it is everything I want it to be. But it's not done, there are bugs and frankly plenty of them.

9 Replies 12,426 Views

I like it. Neutral cities could also be used to balance the amount of cities on a map. Some maps have very few places to settle - others have too many. Neutral cities could fill the gap of having too few places, and could be put in places that are settlable if there are too many.

7 Replies 4,954 Views
Reply to City artifacts in FE Beta

I keep bringing up that a teleport artifact item would be perfect. We have the mana, we have vast distances, we have different strengths of items. What is there left to ponder about? Mana cost(teleport item) = Distance * Item Quality

8 Replies 6,458 Views

I just had the Revelry event. It said first item in each city should be completed, and current research automatically done, and +10% population in all cities. I am certain that nothing was completed in my cities, and my current research did not finish. I am uncertain if population changed.

6 Replies 1,417 Views

[quote who="seanw3" reply="7" id="3218087"]Good catch Hf. I never even look at the UI for this as I know what spells are unlocked by what. But for the new player that don't use xml for bedtime stories, how would they know? Seems like we can prevent alot of user frustration by displaying this more clearly. Also, what happens when you need a non-spellbook trait to unlock a spell? It would be great to see the other things needed for a spell to unlock. Especially for new users who are trying

31 Replies 18,763 Views