[quote who="FatherAntics" reply="34" id="3386507"]I still have no clue what the pioneer exploit is.[/quote] The pioneer exploit refers to the fact that when you order the production of a pioneer, thirty population is subtracted from your city's current population. If you subsequently cancel that pioneer, that thirty population is returned to the city. Since city growth is partially dependent on its population, you can add pioneers to the production queue to keep the city populatio
joeball123
[quote who="sjaminei" reply="33" id="3386519"]#1 your logic is flawed. We do not need complete removal of tactics, so if it's too good, lower the mana gained, not remove it completely. [/quote] Actually, I'd tend to agree with preventing the casting of Cull the Weak on summoned units. The ability to gain 130 or so mana every battle by summoning a bunch of skeletons and culling them is a little ridiculous. I don't mind the ability to cull the single-unit summons where you a
[quote]Provide an explanation of an Economic Treaty. It currently only has a very vague description, and I don't really know what it does. Also add it to the manual, as it seems to be missing from the list of treaties.[/quote] If I'm not mistaken, Economic Treaties create a trade route between the capitols of the signatory factions, which provides a 10% gildar bonus in those cities. It also creates a road which connects the two cities, or at least connects the road networks of
[quote who="Ivon1631" reply="284" id="3385601"]Is there any other simpler way besides creating a unique resource cost for training a unit, to limit having a unit being trained only once per game?[/quote] You could try 'training' the unit by means of a quest (as with Bacco the Beggar or Ascian), or having something grant you a one-per-faction or one-per-world structure that spawns the unit the way that the Binding Altars spawn demons or the monster recruitment resources spawn m
[quote who="UnleashedElf" reply="37" id="3385657"]To be honest, I've never been too crazy about the merchant line, but I could see it being a gain early on in the game.[/quote] I'm not crazy about it either, but if you're on a tight budget and need more troops than you can currently pay for, it's a decent choice. [quote who="UnleashedElf" reply="37" id="3385657"]Armies do get expensive, but I've never found that the merchant is going ot make or break.[/quot
I believe so, yes. In order to check, hover over each stat. Heart of Fire will give you an extra bit of fire attack, Aura of Might will give you a nonzero base defense, and so on. The extra levels from fortresses definitely apply.
[quote who="UnleashedElf" reply="32" id="3385428"]Out of curiosity, what do you see in the commander? I've always debated between keeping my commanders at home (but the problem is they don't level if you do) against a better combat oriented fighter?[/quote] What I see in commanders are the army initiative traits (Tactician 1-3), the Command ability, and the Battle Cry ability (I think that's what it's called; it's the one at the end of the tree that makes the whole
[quote who="sjaminei" reply="11" id="3384776"]You can have 9000 attack and the staff will still hit for 12 (or 6) damage.[/quote] I think if you manage to get a real bit of physical attack into that 9000, that full 9000 attack will start contributing to the staff damage. The reason it doesn't currently is that the only things that improve actual physical attack are weapons, and staves don't include a physical component to the attack. All of the bonuses instead provide a physic
[quote who="FatherAntics" reply="6" id="3384043"]Also i'd like to make some attacks scale very 3rd level does this game only recognise whole integers or can i say damage increases by .333 and every 3rd level it goes up 1 whole point.[/quote] It would appear from CoreSpells.XML that the calculations recognize division as a valid operator. Thus, even if the game doesn't recognize fractions inside the tag, you could try making a weapon give a calculate
Be aware that there have been threads in the past which indicate that the AI doesn't understand how to use limited-range weapons properly. See here for details: https://forums.elementalgame.com/435793/page/1/ It's an older thread, so it's possible that things have changed. Also, some other things you might find useful: Quest Wizard - <a href="htt
[quote who="sjaminei" reply="3" id="3383158"]If someone knows how to make it customizable in create sovereign screen, please add to it, or tell me how so we can do a proper mod out of this ^^ [/quote] I don't know how, but as a work-around you could try making Death Magic for Kingdoms and Life Magic for Empires into a special book you can select in with the starting equipment.
If you create a faction with both Light Plate and Masterwork Chainmail, will that cause problems with your suggested fixes? Because if Light Plate removes chainmail proficiency and Masterwork Chainmail removes plate proficiency, and neither causes an armor proficiency to be re-enabled, you can make a faction which theoretically can make armor but which can't use it.
[quote who="sjaminei" reply="10" id="3378701"]Defender champion with Obsidian guard can be a pain as well for your mages, so that defender champion can be useful later in the game.[/quote] Obsidian Guard makes no difference whatsoever to anyone who isn't a spellcaster. Spell Resistance has no effect on elemental damage unless it's a spell effect which can be resisted. The attacks from staves are affected by the attacker's accuracy and the defender's dodge, just like an
Yes. I usually go for Commanders when I get champions without decent mage spellbooks (or without any spellbooks), and also when I'm playing a more army-focused game rather than a magic-focused game. I also on rare occasions choose to specialize for some type of melee combat on my sovereign and take Defender, Warrior, or Assassin, but that's pretty rare, and I wouldn't do it on most champions.
[quote who="SwordOfJustice1" reply="7" id="3380445"]How does one apply this fix to the game?[/quote] Download the file, place it in the mods folder in the My Documents/My Games/Legendary Heroes directory, start Legendary Heroes and enable mods in the options tab, restart the program, and start a new game. [quote who="Ishantil" reply="6" id="3380438"]My point is that I should not be able to easily construct identical units[/quote] Unless I'm mistaken, Knights of Aso
If I really wanted to create a melee oriented character, I'd go for a Warrior. Warriors are more actively involved in the melee side of the battle than Defenders are (unless you count 'serving as a training dummy' as 'actively involved in melee'), and I think that they're generally superior to Assassins at both melee combat and archery. I'd also probably end up using the Warrior as a hybrid fighter/caster (probably with Earth magic for Diamond Skin, Giant Form, and
Check his weapons and other equipment. There is at least one weapon in the game that gives a -100% bonus to experience earned, effectively stopping leveling (I believe it's the Scythe of the Void carried by Ongr the Unbound, the wandering Juggernaut random event). Also check his traits - there are some injuries which carry a penalty to experience gain. The other thing to do is to check what kinds of enemies you're fighting with him - AI factions will give pitifully low amounts
[quote who="Trojasmic" reply="27" id="3380319"]Anyway, I'd like to see a new post started that requests that we restore spear's attack values and swords 100% counterattack.[/quote] This I wouldn't mind. If I were to balance out the weapons to my tastes, I would start by switching the attack values of clubs and axes, since the clubs have the advantage of allowing the use of shields while axes don't, yet clubs have higher attack (and yes, I realize that I'd h
To upgrade units which have already been trained, there is an 'Upgrade' button under the main screen unit overview (the selection panel in the bottom left corner of the screen). It may be hidden in the '>>>' menu on that panel. Upgrading units will cost you gold and resources for equipment upgrades, and gold for unit size upgrades. Be advised that, as far as I know, you can't choose what you upgrade to, meaning that you'll upgrade to whatever the compu
As others have said, make sure that your world resources have been built upon (iron deposits for metal to allow advanced armor and weapons, wild horses and wild wargs for mounted units, crystal crags for enchanted weapons and armor), because otherwise you don't have the resources for certain types of troops. Note that even if you have done so, you may still need to wait a little while to allow your stockpile of resources to accumulate enough so that you can train a unit using those resour
[quote who="merlinme" reply="6" id="3379822"]You definitely cannot resist shrink, which can make it quite powerful against big scary monsters with high attack and high magic resistance.[/quote] Shrink should be resistible, as it has the 1 . I'm certain I've seen my own units resist Shrink before, as the Darkling Shamans used to like to cast it.
Try these three threads: https://forums.elementalgame.com/434510 https://forums.elementalgame.com/434909 https://forums.elementalgame.com/399409 I think the last one is the one you want, but I'm not certain, and you
[quote who="tjashen" reply="11" id="3377243"]One thing to keep in mind with Swords/Daggers is that the counterattack is essentially a free second attack.[/quote] Counterattacks only get to use half of the normal attack rating, and moreover only trigger if the unit in question is attacked, after the damage from the triggering attack is dealt (which means that if the figure count in the unit was reduced by the attack, it affects the strength of the counterattack). It isn't
I forgot to add that I consider forests to work as something like a 50-100% materials bonus, since it allows you to double up on production buildings which have similar production-per-material bonuses. So I'd rate your 2/6/0 with forest access as something between a 2/9/0 or a 2/12/0 rather than a 2/6/0. River access is more of a gold and food bonus, which matters more for Towns than for Conclaves or Fortresses. Since you said that the 2/6/0 is "in a forest" and that the 3/3/2 is
The special building is the final upgrade to the Herbalist, a Conclave-only structure whose upgrades can only be built if the city has at least one essence.