Unless it changed without me noticing, Henchmen can get real magic abilities by using the books that grant Air/Fire/Earth/Water Magic I, available in loot, in the Pariden shop (assuming Pariden researched the requisite technology), or to custom factions with the proper trait. If Sions truly cannot use items, then this is another advantage Henchmen have over Sions. Thus, the real difference between Henchmen and Sions is that Henchmen are champions you can build to order, while Sions are at bes
joeball123
[quote who="Derek Paxton" reply="7" id="3306601"]I couldn't find a good balance between making population matter enough that you really care when you were building military units and keeping it from taking the production of the rails when players built more or less units than was expected.[/quote] I think this is because you chose a design where the populations are tiny for most of the game, and city growth is miniscule. Not that this is necessarily bad, but I think that's whe
1. Power rating effect on diplomacy. Absolute difference between power ratings is a poor basis for AI decisions, since starting a war with someone at power 200 when you're at power 300 is an entirely different matter than starting a war with someone at power 900 when you're at power 1000, and both are completely different from fighting a war with a power 100 enemy when you're at power 200. Relative power ratios would seem more appropriate, as if I only have a 10% power margin over
You can also use several relatively large armies of cheap units (such as leather-armored spearmen) lead by one or two high-level well-equipped champions/henchmen to try to conquer an area that has crystal, if you also lack iron. My preference is to have a Warrior or Defender henchman with a supporting Mage champion - the henchman gets whatever army buff traits he can pick up, and the champion is a high damage caster if possible (so probably Fire Magic as a primary spell school). If you don
You can edit existing factions by editing the XML file that holds the faction. For custom factions, this can be found (on Windows) in *\My Documents\My Games\FallenEnchantress\Races and will be titled Faction_FactionName.xml. XML files can be edited using any text editor, such as MS Word, Notepad, Wordpad, etc. Unfortunately, as far as I know this is the only current method of editing any faction, as th
One other thing - The Black Quire is only available to Empire factions. If you chose to play as a kingdom you cannot train Bound Hoarders.
About Heal and Wellspring: Heal is great if you have enough troops (and mana) that you can keep rotating out the ones getting damaged and heal them up a bit then throw them back into the fight. It's also great if you have good enough armor that enemies are only dealing small amounts of damage with each attack (generally the case for trained unit vs trained unit battles where your armor technology has kept pace with or outpaced your enemy's weapon technology). Wellspring is exc
There is no way to turn off a Wilding Village or Order of Asok. However, they will stop spawning new units after some number have been spawned (three Knights of Asok for the Order of Asok, I don't know how many for the Wilding Village). There must be some number of the units spawned from that resource present in your faction's unit list for that resource to stop spawning units. You are well advised to disband Knights of Asok, since those cost an exceptionally high amount of mo
You might be able to do something along the lines of a shard resource, and have +X custom mana per turn which doesn't accumulate. If the game permits you to spend this resource the same way normal mana is spent and you have Y sources of custom mana, then you would have a limit of X*Y custom mana to use per turn (assuming that spending the custom mana doesn't cost you the production). This doesn't allow you to build up to some cap of mana, though, and would (assuming it wor
[quote who="Fallenchar" reply="3" id="3293723"]Except i don't know what fear does, exactly[/quote] Fear makes you lose some number of turns (I think three) if you fail the resistance check. I don't think it does anything beyond that. Also, Fear was working the last time I fought a dragon, but I'm not sure if that was in 1.01 or 1.02.
I tend to agree with NanakoAC. Once you have two or three champions to lead your main armies and one or two to serve as governors (if you bother), you really don't need any more champions. Sure, Adventurer will save you thousands of gild on a high level champion, but it takes so long to research the techs to recruit them that they're usually a bit on the weak side when you can get them, and by the time you can get them your two or three formerly low level champions will generally be a
[quote who="Derek Paxton" reply="8" id="3291224"]Can I get more details on this? What map and what do you mean by "encountering a troll"? When does the crash happen?[/quote] See this thread for FlashXAron's tech support post about this: https://forums.elementalgame.com/437929 Looks like s/he also posted a save in that thread.
@Mystikmind: Technically, mere possession of the Ruling Ring did not make you Lord of the Rings. That title belonged in truth only to Sauron, or potentially to someone who had the strength within them to master the Ruling Ring and dethrone Sauron. And Sauron, judging from Tolkein's writings, was a very powerful sorceror even without his ring. With regards to the original post, I agree that the Lord of the Flame should have some more potent fire spell than em
Nice experiment.
The lack of an ability to tell the AI that my borders are closed is one of the reasons why I tend to simply go to war with every AI I meet that doesn't have something I want in their shops which I could not get otherwise (which basically means they are Altar, New Pariden until my champions have as many spellbooks as I want them to have, and Capitar if I want the warhorses - assuming that Capitar sells warhorses in its shops instead of regular horses). That, and I hate it when they send a
[quote]Mercenaries dont have a Wage cost anymore[/quote] Does this apply specifically to the units called Mercenaries which spawn from the village resource, or does it include Hunters and Knights of Asok as well?
[quote]shortbows are faster to shoot than longbows but don't have nearly half as much stopping power[/quote] Whether or not this is true depends heavily on the design and construction of the bow in question, and on the materials used for said bow. It also depends somewhat on the arrow used, as different styles of arrow will have different armor penetration qualities and inflict different types of injuries on a successful hit. If you assume that all the bows that you're designi
To see negative enchantments, I believe you have to go into the city details screen and mouse over each of the statistics to see what is affecting each of them. Since there aren't that many particularly bad negative enchantments in the base game, I generally don't bother because this is too much effort for determining if a city has been cursed. [quote]does a spell exists to remove it[/quote] Not as far as I know, but I may have missed a dispel somewhere or other. Only
[quote who="Rangoon12" reply="3" id="3288015"]which I assume will eventually yield more than one shard each[/quote] This assumption is incorrect. All that upgrading shard altars does is increase the mana production of the shard altar. As far as I know, there is no existing way in the unmodded game to increase the number of shards you have without building/capturing another shard altar, taking certain level-up choices for high level conclaves, or building certain unique structu
Curgen's Volcano?
Also, if the enchantment modifies health, it's adding to the base value of six health for normal trained units, and the health of the trained unit will be an integer multiple of the base value plus twice the unit's level (for Wraiths [Resoln] and Amarians [New Pariden], the health bonus from levels is only one health per level, while for Ironeers [Gilden] the health bonus is three health per level). So for a three person unit:
Sorry, it's just that the set of 'remove Brutal Nature' posts and the suggestion to limit the number of juggernauts available caused me to think this was a 'nerf juggernauts' thread. Changing the traits a bit to make them more appealing relative to one another is fine with me. Also: [quote who="Kalin" reply="0" id="3286711"The end result is a slightly nerfed base Juggernaut unit, 50% less atk (Brutal nature nerf)[/quote] This sentence in the main po
[quote who="Polistes" reply="8" id="3286171"]How about having a unit limit instead? After all you can only get one dragon, three or four ogres.... Maybe three juggernaughts is good enough?[/quote] Unit limits are only for the special resource units, at least at present, not for the special units that factions can train/build. I'm also generally opposed to any flat unit limit - three juggernauts might be plenty when I have three or four cities on a small map, but if I have ten or t
I believe this may actually refer to the initiative bonus, which is greater than what horses get (or, it used to be, anyways - I'm not certain this is still true).
[quote who="Elsewhere72" reply="3" id="3286128"]Does this only affect what is trained? Can they grow through exp and combat by themselves or is it hard capped by this stat/ability?[/quote] Not sure I understand the question, but if it means what I think you're asking, then no, units that were trained with X figures will always have X or fewer figures, and you cannot upgrade that to Y figures in any way currently in the game. I believe that upgrading unit sizes can be modded into t