Heavenfall

Heavenfall

Joined Member # 3239800
337 Posts 8,867 Replies 34,020 Reputation

Actually, noone mentioned 64bit support or dx14.

32 Replies 20,120 Views

They rarely cast spells in tactical combat, and when they do it's always useless crap. However, they make much better use of spells in strategic mode. I've seen every kind of buff on enemy troops, even Death Ward. I've also seen the AI use call to arms. They don't go around spamming Curgen's Inferno or anything though, which is a shame.

4 Replies 5,893 Views

I know I've said this before, but I'll say it here again. It would be great if the Ai could "cheat" at building improvements and training units faster.

90 Replies 178,594 Views

We've found the cause of this, it was a mod issue. Download the latest version of ACP (0.96 or higher).

2 Replies 1,942 Views

You do realize the entirety of the game can be summed up there right?

32 Replies 20,120 Views

Uploaded 8.0 introducing the Kingdom of Angels Also, Gone through all the Cloaks and traveling boots - should now be properly available for everyone all the time (modders be aware file expandedfactions_specialgear.xml contains item overwrites of cloaks and traveling boots) Removed Elves bonus Chain of the People (AI isn't using, no point, too strong anyway) Lost Souls units now appropriately cost specialists ExpandedFactions_ElvenWeaponry: These weapons are avai

457 Replies 637,918 Views

I'm glad you're recognizing how poorly the AI is choosing what units to build, frogboy. I've had several games where the Ai can - and does - build some strong units. Then, it will simply revert to building crappy units again.

90 Replies 178,594 Views

I was able to work around the cloak limit. Yay. http://img641.imageshack.us/img641/8031/elemental1293479887.jpg

8 Replies 4,544 Views

It's still a WIP, I'm getting very weird issues when its running (wings temporarily detach from body). When it's ready, I'll post it in the expandedfactions mod

8 Replies 4,544 Views

I figured out a way around it. http://img522.imageshack.us/img522/8452/elemental1293468061.jpg Limitations: Can't wear cloak, can't use mounts.

8 Replies 4,544 Views

One of the greatest boon to giving the game more interesting choices would be a passive enchant system, allowing you to assign enchants to weapons and/or armor. These enchants would then passively affect the unit, for example, giving a chance when attacking to do extra [fire/ice/chaos/true/*] damage. Ideally, these would receive minor bonuses from shards as well (higher chance to go off). It would need careful tuning, to make sure that one enchant was never "always the best one". Idea

16 Replies 62,092 Views

Crion87 was right, the alignment is what is broken. Change neutral to Good for kingdoms, and Evil for empires.

9 Replies 4,961 Views

The AI is a LOT better at building groups now. Around turn 160-200 on ridiculous they'll start pumping out groups in every city with a war council, and they won't stop. Unfortunately, I'm also seeing a DECREASE in perceived unit quality, particularly on empire side. Despite the AI having 5000 metal and 20 000 materials, they still focus their training on building 12xsentinel groups, sentinels being units equipped with a warstaff and a leather chestpiece. They are now LESS a threat tha

153 Replies 284,214 Views

It's always been there, but in 1.09e the difficulty was automatically set to the world difficulty.

3 Replies 5,032 Views