[quote who="sjaminei" reply="4" id="3376854"]Crushing Blow eliminates Counterattack completely, and is part of the problem. If counterattack hit BEFORE crushing blow, it would negate a lot of the damage and be better overall.[/quote] Yes, it bypasses it for the unit which uses Crushing Blow. However, unless it kills or knocks down the target or you only use special abilities to attack the sword unit, it doesn't eliminate the Counterattack completely, just changes which unit incurs
joeball123
It depends on the traits you pick for your units - Finesse can make up for the attack difference unless you've put different types of armor on your troops, which can make your spears competitive against enemy clubs and perhaps axes. I will agree, though, that at present clubs and axes are the best general-purpose melee weapons for your armies. Spears and swords are much more like specialty weapons (swords for tank specialists and really very high initiative units, spears for flank
[quote who="Darxim" reply="8" id="3376674"]Fortresses need Essences. If it's going to produce units, you want enchants that improve the units, because they make a big difference. If you just want the level-up bonuses, the enchants to improve growth are key. [/quote] I would revise this to say that "Troop-training Fortresses need Essence." Not all of the fortresses I get are needed for troop-production - some I get for map control, some for unrest reduction, and some for building a
As mentioned, the threat levels are very much a general guideline. Unfortunately, you just have to play to get a sense of what kinds of armies are and are not real threats to the kinds of armies you're playing with. Each of the units in the game appears to get a threat rating based on some combination of its attack, defense, level, abilities, et cetera, and the threat rating of an army appears to just be the sum of the threat ratings for each unit in that army, which then gets matched to
[quote who="Dacio" reply="5" id="3370424"]I think make citys of conclave is not really needed, I don't need much mana, I only need full cast regeneration and that's all.[/quote] Conclaves provide more research than any other city type. If you go in for heavy use of magic, the additional mana also becomes more useful. The other thing is that the benefits of having that extra city enchantment from the Oracle (and making the troop-boosting city enchantments that much better) can
Here you go: Conclave 3: - Archivist: +50% city research production when producing research here - Oracle: +1 essence in city - Scroll Scribe: +20% to city research production; provides Blizzard Scrolls, Return Scrolls, and Summon Air Elemental Scrolls to shop<
[quote who="Dacio" reply="3" id="3370325"]My cities warfare citys are with Aura of Might (1 def per essence "2") and Heart fire (1 fire attack per essence "2")[/quote] I always try to put my primary troop training fortress on the tile with the most essence I can find (usually three essence, sometimes four; if I have Scrying Pools, that becomes four or five; I've also seen someone say that they once found a tile with five natural essence, but I've never seen that much myself).
The Escape Scroll allows you to retreat from a tactical battle. If you were out of moves on the strategic map, you'll still be stuck next to whatever you were fighting. There has also been mention that if your army leader was immobilized (webbed by a spider or imprisoned by an Obsidian Golem, perhaps a few other effects) in the tactical battle at the time of retreat, then your army will have no available movement points to run away with. As far as I know, Escape Scrolls do nothing if you
Mages and Commanders. Mages because the strategic spells are always useful (tremor, freeze, tornado, strategic damage, city blessings, mostly), things like Blizzard, Fireball, and Horrific Wail can be helpful, and providing blessing or curse support to your army is a good idea, and mages can do this more cheaply (and, for curses and damage, more effectively) than any of the other champion classes. Commanders because a bit of extra initiative and accuracy is always a good thing, and the Comman
[quote who="KaletheQuick" reply="3" id="3370220"]The flavor text said "best fallen warriors" or something, and that just does not seem to be the case.[/quote] Technically, per-figure a Sion can be the best Fallen warrior - they can get all the bonuses a fortress or enchanted city can give and they can get the same traits as direct combat champions (which ultimately means that Sions and Henchmen make superior direct combat champions than champions do), and they can start with the best
Sort of. There's a bonus to attacking a unit that is adjacent to other units of yours, but not for the direction your attack comes from. I believe it's something like +1 attack and +5 accuracy per friendly unit adjacent to the target unit.
What do you want to do with your mage? For powerful tactical damage mages, you want Water IV for Blizzard, or Fire II for Flamedart, or Fire III for Fireball, or Greater Necromancy for Horrific Wail (Empires only), and then you want to climb the Evoker line of the Mage tree. Blizzard and Horrific Wail in particular can be army-killers if you have a mid- or high-level mage casting them. Death can also be good if you have Death Shards to power up Drain Life or if you go for Death V to g
Actually, it's not a whole lot of work to change the amount of metal mined. All you need to do is change one number in each of four entries - Smelter, Iron Mine, Foundry, Ironworks (don't know if you want to change this or not since it's a wonder). Let's say I wanted to change the Iron Mine to produce 0.5 metal per turn. I'd find the Iron Mine entry, go to the section that looks like this: - <p style="pad
Instant governors - decent fortress to provide a few free level-ups, plus the trait that grants a free level, and you can pop out a few of these with Commander and a couple levels of the administrative traits fairly quickly. Also works for the Field Commander side of things, though it takes a little while to get to the really good bonuses. If you have access to the Decalon spellbooks (Pariden or a custom faction with the Decalon is nearby and not at war with you, or you have a custom
[quote]More like, I would like to slighly decrease the base amount that is mined...[/quote] If you want to change the mining rate rather than the mine frequency, then you can edit the Iron Mine/Smelter/Foundry improvements in CoreImprovements.XML and change the line where it says - Resource Metal 1 1 +1 Metal per Season
As of version 1.1, yes, the ability to move through friendly units in a tactical battle is intentional. It was in the patchnotes, at any rate.
Also, if the Warg Den has been built, you should see Wargs in your resource bar. They won't spawn on the map, nor does the Warg Den show how much longer until a 'full' warg is generated, as far as I know. Furthermore, without mods, the minimum number of horses or wargs required for a trained unit is three, so even after you complete the Warg Den you'll need to wait at least 15 turns before you can train your first unit of warg-riders, unless you have other Warg Dens or
[quote who="davrovana" reply="1" id="3367524"]The Trojans wish they had cast wither on a certain horse![/quote] Doubtful, but I do suspect that they wish they had looked it in the mouth. But those caravans, they're dangerous. Got to make certain they can't attack your armies and cities, now, don't you.
The XML for the percentage boosts suggests that the bonus applies only for physical attacks (the multiplier is only applied to UnitStat_Attack_Pierce). Thus I would not expect that a unit equipped with the Incineration Staff or something like that would benefit from either Enmity or Bloodthirsty. I have not tried it to see whether or not this is correct, but the XML suggests that the +25% attack traits will not work if the unit has a physical attack of zero.
What Heavenfall is saying is that if you want to create a spell "Charm Snake," you would need to create a spell that targets Beasts (has Beast in the spell XML). Then you'd need that spell's success to depend on a UnitStat of that creature (let's call this UnitStat_IsSnake, which is 1 for snakes and 0 for anything else). After you created this spell, you'd then need to define UnitStat_IsSnake (see CoreUnitS
[quote who="PocketNerd" reply="9" id="3367432"]I always found the Adventurer's Guild slightly problematic, since your heroes should be out smashing monsters and stealing treasure... not just sitting around the local guild hall, playing poker and telling fish stories[/quote] I get the impression that it's supposed to represent a location where your champions stay, occasionally get minor quests like clearing giant rats out of some cemetery or something, exchange pointers, and ma
You can find the link in his first reply here (reply #2 in the thread): https://forums.elementalgame.com/445179 Or you can download it directly here: https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/LH%20Mods/BURRESS/champion
[quote who="Azunai_" reply="15" id="3366918"]BTW: you don't really need super high numbers to proof the formulas. very low early gaem numbers work just fine to find out whether the formula works with combined values or a multiple of the individual calculation[/quote] I agree, it's just that with the numbers he had it should be relatively easy, since the entire damage range using the combined attack for the damage computation was completely outside of the damage range calculate
[quote who="jimclin" reply="6" id="3367320"]The fame is nice, but by the time I get around to building it, I need hundreds more fame to get the next hero. So how much value comes from 1 fame per turn?[/quote] If you're playing with Henchmen, that's enough fame generation to build one Henchman every 20 turns. I think Sions might also cost fame, but it's been a long time since I bothered with them (last time was in E:FE), so I don't know. Other than that, it's not pa
[quote who="Bonkers21" reply="14" id="3367135"]One thing I noticed is that since I created a large map with 8 opponents there are virtually no wildlands - I think I need to make less opponents next time.[/quote] Also make sure you have a high Wildland frequency if you want lots of Wildlands. If you only ask it to spawn 'few' Wildlands, you could get a Huge map with only three or four Wildlands. [quote who="Bonkers21" reply="14" id="3367135"]The purple panther is nowher