Here's an older discussion of this: https://forums.elementalgame.com/449887 Also, I would point out that your list of the benefits of several of the structures is incomplete. Scroll Scribes provide shop access for Blizzard, Return, and Air Elemental scrolls, while the Tower of the Magi grants the city it is built within immunity to certain types of strategic spells. Recommended Changes for Conclave
joeball123
[quote]Is there any way to control the setup of your armies on the tactical map?[/quote] Not outside of changing equipment and choosing character class. Troops with ranged weapons go to the back, troops with melee weapons go to the front. Spellcasters (Mages and Commanders, mostly) tend to go to the middle if given a melee weapon, rather than to the front. I suspect the defense and dodge scores also have an influence here, hence why Mages and Commanders, who typically have low defense
Personally, I feel that the problem that the initiative system has is more that the minimum possible value (4) of initiative is too low relative to the maximum possible value (~32) (minimum and maximum values are for trained units fresh out of a fortress and including the potential bonus from Aura of Grace in the maximum; you can further modify values with Amarian Blood + fire shards, Slow/Haste, a Commander with at least one level of Tactician, Wraith Blood's Zealot trait - which despite
If I have to choose one or the other, then it's Masterwork Chainmail. If I can choose any armor, then it's probably leather, unless the computer is bringing enough ranged firepower that I can't make theirs trivial in the opening round or two of the battle with a big alpha strike. Regardless, I'd never use plate on anything except a tank unit, because that -6 initiative is not worth working around, especially on a ranged unit which already has at least -4 initiative from the we
Anyone got any ideas for effects of an Isolationist trait ? How about being unable to interact with computer factions except for issuing declarations of war and negotiating peace, at least if we're shooting for things the developers could add? As far as things you could mod in, perhaps a fame or growth penalty, or loss of the consulate improvement? An income penalty because you're not trading with other factions as much as a less isolationis
[quote]The other one I'm thinking of is a "Tyrannical" or "Oppressive Leadership" type faction weakness.... not sure what the effect should be though, find it hard to come up with weaknesses.[/quote] Increases unrest and reduces research? Maybe increases production a little, to make it less of a completely terrible choice? Tyrannical really sounds more like a sovereign trait than a faction trait, though, so I'd tend to call it 'oppressive leadership' or 'oppressive
[quote who="GFireflyE" reply="2" id="3476058"]However, one aspect which I believe is detering such development, even from the modding community, is that the wonderings are a 'first to the tech' type build. The fact that there is no race to completion eliminates the drive and impact of the wonders....or rather shifts the drive into research instead. The quality of the city in which the wonder is being built no longer matters.[/quote] I suppose that's true to an extent, thou
[quote]Is it possible to adjust how much ffame is needed for each champion to show up? I guess I'd like to delay them by about 20 fame + 50% fame, or something in that neighborhood.[/quote] If you open CoreGameEvents.XML, there are events named "GameEvent_Champion_#" (no quotes, and # is replaced by an arabic numeral). These events have a fame value which triggers them (look for the line that starts with , and this is the amount of fame required for the champion
I don't suppose the Hellknight army is under the bear army? Was there enough time for the Hellknight army to move off into the fog of war to the west of the bears? Has another empire been poking around the area with an army that might have been capable of taking the Hellknights?
What is Bacco? Full champion, so he splits experience. do henchmen also XP split with other heroes? With other henchmen? No and no. Should it say somewhere in Bacco's unit details that he is a henchmen/hero? Henchmen don't get unique background text, while champions do. Plus, henchmen typically have names like "Torchbearer" or "Bard," rather than names which are
[quote]- What percentage of regular damage is a counterattack?[/quote] I suspect that counterattacks deal damage computed using half the attack score of the unit making the counterattack, rather than by halving the damage which results from the full attack score. In the case of a counterattack against a zero defense target, this results in half damage. Against a target with some amount of defense, the reduction in damage can be much greater. Regardless, the XML file CoreUnitSt
The burning monastery quest line is a prerequisite to the Tyundii quest line. If you look at the quest log, you're told to go visit the monks at the monastery, and then you see that the place is in flames and you have to try to rescue them by recovering the key to the door, and then the lone survivor comes with you and you can start working on rebuilding Tyundii.
Just to be certain: you've completed the quest associated with the burning monastery, correct? If you haven't, then do so and I would think the Tyundii quest should trigger (slay the three demons to the north and then return to the monastery, and get a free champion). If you have, then I'd think that your campaign is broken in some way and would suggest uploading a save game or perhaps trying to reinstall the game. Also, did you see a Shrill Lord spawn in, and get a messag
No, most treaties are meant to remain active for the duration listed, and you don't have the option of cancelling them early. There was a bug floating around where you'd receive word that the computer had decided to cancel its treaty with you but hadn't actually done so, so this may be what you're experiencing. You can look up (or modify) the duration of various treaties in the Treaties.XML file located in \FE Legendary Heroes\data\English in whatever location you have
Perhaps you might want to do a little bit of math, first off. The game computes weapon damage as follows: damage_dealt = rand(0.5, 1)*maximum_damage maximum_damage = (1 - damage_resist)*Attacker_attack*Attacker_attack / (Defender_defense*(1 - Attacker_penetration) + Attacker_attack) Most units have no resistance to physical damage, so for nonmagical weapons that term is usually 1. The main exceptions to this rule
[quote who="Glazunov1" reply="2" id="3468989"]I recall there used to be an Earth spell to revive land, but I haven't played up Earth lately enough to see if it still exists.[/quote] Revive the Land still exists, but moved from Earth Magic to the Magic Research tree (I believe it's under Rituals or Sorcery, but I could easily be mistaken). I don't recall if it can target city tiles, though, and I don't believe that it's guaranteed to produce a tile you can settle on
The game does call missing "dodge." However, "Dodge" will only show up if all members of the attacking unit fail to hit. Otherwise, you'll see some amount of damage that falls in the range min-max/2*min-2*max/ ... /X*min-X*max, where X is the number of figures currently shown as being in the unit. As a side note, the rolls for individual figures to hit do not appear to be independent, but rather sequential until failure. That is, a three figure unit will make up to three rolls to
[quote who="abob101" reply="5" id="3464105"]So if it took twice as long how would that change things?[/quote] It really depends on what else is available for your city to do, and at the start of the game you really don't have that much that you can build. I will say that increasing the amount of time that it takes to build the Tower will increase the value of getting the Cleric, Bell Tower, or Logging Camp (if any are available) before the Tower, as any of those can reduce the tim
You might find some of these interesting, though many of them are rather old: Top 10 things a new player should do/know: https://forums.elementalgame.com/445229 What type of heroes work best overall: https://forums.elementalgame.com/444783 Some stuff about combat: https://forums.elementalgame.com/448225 <
[quote who="Fallenchar" reply="3" id="3461741"]Doesn't Asha miss a trait? She only has 5 points spent. Or does she have some unique power?[/quote] It looks like 6 points to me - 1 for the staff, 1 for the stone, 1 for attunement, and 3 for Fire II.
[quote who="tjashen" reply="4" id="3460897"]That may change things a bit, but that's not quite what I've seen ingame at times. I hope you are indeed right about that (attackers attack value instead of defenders), because that would be a little better... Of course, if you have a 6-man unit with said weapons, well you essentially multiply all damage by 6, before any bash modifiers, etc.. [/quote] It should be rather easy to test. All you need to do is build something with low at
[quote]least one 66 attack weapon (potential of up to 4360 damage assuming a defender with 0 attack/defense)[/quote] This is wrong. The attack rating of the target does not matter; the attack value in the denominator is the attacker's attack rating, not the defender's. Thus, no weapon can deal more damage than its attack rating unless you make a critical hit, which will normally deal double damage but may deal more if your unit has modifiers to critical damage. Beyond
The spell isn't supposed to do anything. However, if you want to make it work, you can go into CoreSpells.XML (found in C:\Program Files (x86)\Steam\SteamApps\common\FE Legendary Heroes\data\English if you installed in the default directory), locate the spell 'VatulasDragonslayer', and change this: [code="xml"] Unit CurHealth No Effect!</Displ
Vatula's Dragonslayer is not supposed to do anything when you cast it.
All differences in item or trait availability at sovereign creation come from mods or DLC. There are not any items or traits which get unlocked by doing X within a normal game.