I play Hard most of the time. I like the AI having a little bonus because it's never going to be human-like in intelligence. I'm also a big fan of larger battles and those seem to happen more the higher the difficulty.
Heavenfall
Same as you normally play at.
Check the wiki for installation instructions for the rivermod. But if you're on a 32-bit computer you will see crashes every now and then anyway. I will edit the OP so that the link to the wiki with installation instructions is more clear.
Civ was my first crack as well. I was a bit younger than Frogboy though. For me, the game was part education, learning about different types of government rules, technologies (talk about well-written encyclopedias... at least that's how I remember it), and learning English as well. Also to recognize different national anthems.
It usually only affects the first unit in battle. If you just move it you should get the bar back for next unit.
1) Yes you can have multiplie 2) The no archer trait is restricted from the tech, not the bows. This is so you don't have 3 archery techs in the middle of your warfare tree that gives you nothing at all 3) I don't know why legacy of serrene prevents you from getting broadswords. I think it's because legacy belongs to one of the two unfinished factions. It's half-done, in other words.
[quote who="Murteas" reply="42" id="3177272"]re-uploaded the file with the light a bit smaller. It looks better. I just couldn't get the light to work when it was so big. edit: You're talking about the Original Image correct? [/quote] No, your new one. I just really need the light to be centered in the middle of the picture. Otherwise it will look very bad when the logo is shrinkray
Did you use the rivermod? Did you follow the installation instructions for it? That's the only thing that can cause crashes before the start afaik. Edit: You have 64-bit computer and 4gb or more right?
Maybe just pull it to the left a bit so the white is in the center of the image. Then just erase the left-most parts of the black lines. Just a thought.
Yeah, but we can't actually add animations to the game unfortunately. At least, not for new weapontypes.
[quote who="UmbralAngel" reply="12" id="3177244"]I am glad this wasn't too hard to add in, I wanted to put dual wielding in my mods.[/quote] It was incredibly hard.
I really like this one Do you think you could make the central light a little more even? It sort of flows a bit to the left. Or maybe move the mountain/river layer a bit to the left. So the white light is appearing a bit closer to the middle of the mountain.
Perfect. Thanks!
[quote]If dual wield gives a better chance to hit and a better chance not to be hit, it has no disadvantages whatsoever, so it's not that great from a balance perspective.[/quote] Higher cost, the fact that you're not wearing a shield, and the fact that you're not dealing as heavy damage as you would with a 2-handed weapon (effectively, poor against heavy armor, good against light armor like you want later on in your post). Personally I don't car
No, you cannot play any beta of Fallen Enchantress without online connection. No connection will be required for the retail (non-beta) game. For searching the forums, use google and add site:elementalgame.com
That's what I'm suggesting! First, accuracy to simulate the extra hit chance. Then dodge to parry.
Hmm I think it needs some tweaking to line up with the in-game ring used to limit logos. The anvil isn't quite centered and the bottom left mace is partially hidden. Possibly you could also turn the bottom left mace 180 degrees.
I like the tablet with the swirly hammer, and the anvil with maces. Which one do you like better?
Beats me. Seems like a small thing to add. Maybe they don't feel it would add anything to the choices available. I don't know... I could see dual-wield being like two-handed weapons only less attack and an accuracy bonus instead (to represent "multiple attempts"). Actually it could just be the normal attack from say an axe, only you get accuracy and a little dodge as well.
If you've attempted to add dualwielded weapons to the game you've come across an issue which this skeleton is intended to fix. The issue is that when you add an item to hand_left_Lcf it looks off. And no wonder, because the hand_left_Lcf is intended for shields and bows. In the below screenshot you'll see two weapons in the left hand, one using the normal hand_left_Lcf and one using the new hand_left_Lcf_special. The burning one is the new one: <img src="ht
[quote who="Gorde" reply="8" id="3176527"] So the question of balance might be this: if you had a buff mage who could also hurl mana-free range damage when he doesn't feel like casting, why would you need/want any other class? I think having to use gear/spells to overcome that init hit is a really good dynamic that should not be removed through talents (because then you'd get these ridiculous high-init ranged champs who were untouchable). Thoughts? [/
I've noted earlier that the Maul mechanic is actually semi-moddable: https://forums.elementalgame.com/417078 As it turns out, the Auto-defend that occurs when a unit "passes" his action without doing anything is also moddable. In CoreSpells.xml we find [quote] Defending <br /
Btw if anyone plays with or against Frost Giants and undead, let me know if you have any feedback.
With this method, I am able to shop with a hero that is outside but next to my zone of control. I do this by moving another champion next to him inside the ZOC, then initiating a trade. Then I shuffle to the hero outside the ZoC with the arrows up top. Then I go to the shop with that hero.
Uploaded 1.3 http://stormworld.wikidot.com/versions