joeball123

joeball123

Joined Member # 3255849
8 Posts 535 Replies 476 Reputation

[quote who="smeagolheart" reply="11" id="3396659"]pretty situational... Earth II to Earth III is one level up.. I'd rather that than whacking some guy to save 1 gildar a season. My guys that are worthless I find something for them to do. Usually hangout in my territory as defense against invading wandering monster.[/quote] It's a lot easier to get some random champion to go from Level 5 to Level 6 than it is to get my Sovereign from Level 15 to Level 16. Thus, if I want to hav

15 Replies 16,381 Views

@McBeef: If you can get a regular unit's physical attack score much over 30 on a per-figure basis, you're either playing a very different game from what I'm playing, or you've researched Refined Attack way too much. And the Attack score used in the damage calculation is per-figure, rather than the combined attack score shown on the unit overview (though it does roll for damage for each figure in the unit). So a five-figure unit with an attack of 100 has 20 attack per f

47 Replies 591,571 Views

[quote who="McBeef" reply="15" id="3396825"]So randomly somewhere between 6.45 and 12.9 (and rounded at some point obviously). Is this correct?[/quote] Looks right. [quote who="sjaminei" reply="13" id="3396567"]Did they fix it again? My last games the AI's have all gone nuts on accuracy, screwing up my dodge against ranged stuff completely. [/quote] I think it's more or less random what repeatable the AI picks for its research. Honestly, I kind of wish they&#39

47 Replies 591,571 Views

[quote]1. When describing defense, you write that the "The actual damage reduction will be discussed elsewhere". Has it been? IIRC in Master of Magic every sword represented a roll for 1 HP damage and every shield represented a roll to block 1 HP of damage. Does FE operate on a similar basis? My memory of this aspect of MoM is bit fuzzy but I think the roll was a universal default of 30% and certain units/spells/experience levels would modify this.[/quote] The way damage works is that

47 Replies 591,571 Views
Reply to N/A in FE Multiplayer

Last time I checked such things, the bonuses were purely additive (meaning experience_multiplier = 1 + bonus1 + bonus2 + ... +bonusN - penalty1 - penalty2 - ... - penaltyM, minimum of 0, and I think there's a maximum somewhere around 2 or 3). So if you do have e.g. Potential (+0.15) and Scythe of the Void (-1.0), you'll get 15% of the experience a champion without any bonuses would have received. However, it's been quite some time since I checked this, so it may have changed.

7 Replies 2,898 Views

[quote](Only had 1 game out of 18-19 where I succeeded in using a pioneer to build a city rather than an outpost)[/quote] This makes it sound like you may want to scout more aggressively and be more aggressive about training and sending out pioneers. Or you may want to try a map setting which creates a more hospitable world (e.g. Temperate instead of Desert). My general advice is that your first city should either be a Town or a Conclave, unless it's on a great spot for a

11 Replies 14,339 Views

[quote who="smeagolheart" reply="37" id="3394461"]What are these modifiers you speak of that alter the amount a particular battle is worth XP wise?[/quote] The game has some idea of what the strengths of your army and the monster army are. The difference between these numbers somehow comes into play as a modifier to the experience value of the fight. This is done because there really is a big difference in the challenge for killing an army of trolls with a single level one champion as

39 Replies 61,706 Views

[quote who="Leo in WI" reply="33" id="3394413"]I said if the total exp for the fight was 8, and 2 champions got 4 each, then the troops got 4 each.[/quote] And yet, this is incorrect. Trained units get half of whatever the base value of the experience awarded to champions is, not half of the experience value of the fight. Otherwise, with three or more champions, your trained troops would be levelling faster than the champions, but this does not happen. See below for screenshots showin

39 Replies 61,706 Views

Any time your influence border expands (whether due to city growth, city improvements, new outposts, or High Tower outpost upgrades), there is a chance that new land will become fertile, as long as it is a tile-type that will support cities (so no fertile deserts, swamps, or mountains). In order to see this happen, though, the tile(s) must be at least the minimum distance from all other cities on the map. Additionally, there is a spell available through research in the magic tree (Blo

7 Replies 13,923 Views

City progression population requirements (current level - population required for next level - next level): lvl1 - 50 - lvl2 lvl2 - 150 - lvl3 lvl3 - 300 - lvl4 lvl4 - 600 - lvl5 Thus, if you have a 3-grain city and you want it to achieve its fourth size category, you need to have a total food per grain of 100. This can come from other towns by means of the Grocer line of buildings (+5/10/20/40 faction-wide food per grain per structur

18 Replies 312,265 Views

Henchmen get whatever amount of experience a champion would get, but do not count towards the number of champions in the army. Therefore, if you have an army of two champions, two henchmen, and a few trained units, and the battle was 'worth' 10 experience, each champion and henchman gets 5 experience (multiplied by individual modifiers), and each trained unit gets 2.5 experience (multiplied by individual modifiers).

39 Replies 61,706 Views

[quote who="NeoNick7" reply="24" id="3393910"]c) they split the xp equally, giving 4 xp each. (total 8 xp)?[/quote] This is correct, more or less. Each champion will also apply their experience gain modifiers, if any, to the amount that they gain. So a battle worth 8 base experience will give 8*(champion x's experience modifier)/(# of champions present) to champion x, with this calculation performed for each champion on the field. Another way of looking at it is that the champions

39 Replies 61,706 Views

Since there appears to be some confusion over the effects of the free buildings you get at various city levels: Conclave 3: - Archivist: +50% city research production when producing research here - Oracle: +1 essence in city - Scroll Scribe: +20% to city resear

11 Replies 66,825 Views

Did you have multiple champions in your party for any of these? That's the biggest thing I can think of for having low experience gains - experience rewards are divided by the number of champions present in the army. Some people have also mentioned that the experience awarded for a fight varies depending on the levels of the units involved in the battle - high level units on your side reducing the experience gain, high level enemy units increasing the experience gain - but I have

3 Replies 7,085 Views

Hover your cursor over the tiles that should have yields on them and see if the box describing the terrain type shows yields. Sometimes the main map display of the tile yields disappears, but I've never seen the terrain description box fail to list yields on settlable tiles.

3 Replies 3,203 Views

Go to \FE Legendary Heroes\data\English\Scenarios and open the file LH_Scenario.XML, then find the lines which begin with . To make things harder, you'll want to edit the entries for EmpireOfKraxis, EmpireOfResoln, EmpireOfYithril, EmpireOfMagnar, and EmpireOfYithril2 so that the AI difficulty is higher. You could also edit the Kingdom AI difficulty entries so that the Kingdom AIs are weaker. You could also edit the faction relationships entries in the same fil

7 Replies 12,691 Views

Assuming that the research multipliers are additive rather than multiplicative, yes. But it also costs you access to different faction traits that you might prefer to have instead of Knowledge, and the free technologies at the beginning of the game don't really matter that much. It's true that Knowledge is useful, but so is starting with a Water Mage, and by the time I'm ready to build a study I could probably have researched Knowledge if I needed it. Also, if the research multipl

4 Replies 8,401 Views

[quote who="dsjdsj" reply="15" id="3392001"]How do you change the spawn frequency of a particular map stamp?[/quote] Go to \FE Legendary Heroes\data\English\Core Stamps and either delete stamps you don't want to see or edit the frequency line of the XML file for each stamp you want to see more or less often.

21 Replies 27,764 Views

Go to \FE Legendary Heroes\data\English in the installation directory, locate Wildlands.XML, and open the file with a text editor (notepad, wordpad, any XML editor you may have). Delete some of the entries, noting that you must remove everything between , including the tag, for each wildland you want to remove. Then overwrite the original file with your modified version. I strongly suggest creating a backup Wildlands.XML file before do

21 Replies 27,764 Views

[quote who="dsjdsj" reply="9" id="3390729"]How many types of willdands are there, and can you get all of them to appear in a game? I tried the highest setting but didn't get all of them.[/quote] There are 11 distinct wildlands in the base game (no DLC). You could try setting the Wildland density to its highest value and playing on a Huge random map, or you could try playing one or more of the pre-generated maps (I would suggest that the 'Wildlands' map might be a good one

21 Replies 27,764 Views

[quote]Is there a way to limit the number of cities a player can make?[/quote] In ElementalDefs.XML, found in FE Legendary Heroes\data\english, there are several "MinDistancesBetweenCities" settings (each applies to a different map size) that you can adjust that will force cities to be more spread out, and therefore cities will be less numerous. Note that fewer cities means less income and less research, which tends to make for smaller armies of less powerful troops, though how the AI

4 Replies 14,251 Views

[quote who="merlinme" reply="36" id="3387072"]People clearly don't think Consume Shard is as much of a no-brainer as I do![/quote] The problem with something like Consume Shard is that it's a trade-off. You can have some mana right now, or you can have lots of mana and a bit of extra magical power later. Some people will think that the mana right now is more useful than the rewards further down the line, and other people view the long-term benefits of holding a Shard as more u

42 Replies 19,446 Views

[quote who="athelasloraiel" reply="38" id="3386609"]I always wanted o ask, why my heroes have to pay exorbitant prices for mounts when I produce them in my empire?[/quote] For the same reason as why your champion has to buy all his armor and weapons for a cost that could rush out two or three units of troops equipped with the same kind of stuff. Apparently the weaponsmiths, armorsmiths, and horse traders are willing to give stuff to your armies for free (or at least only require the m

40 Replies 107,913 Views

[quote who="Cecil33" reply="36" id="3386570"]I wouldn't mind if I could mod in an upgrade for the stable unit to bump it up from +0.2 to +0.5 a season, but I can't even begin to figure out the modding mechanics.[/quote] Go to CoreImprovements.XML (it's in data\English\Core Improvements), search for the Stable (make sure it's the one that produces horses; you should a set of GameModifier tags that include a reference to horses), and make two copies of it in a new text f

40 Replies 107,913 Views