Ok, I have to ask: Why do so many people in this thread love going early commander? Roads are great (and required) for mobility I agree but economic treaties and the trading tech take care of that adequately enough in my opinion. If you still need more roads you can always play a Mancer faction and make a road-building scout or use a later hero as a commander and give him the road building ability quite quickly and easily. Instead of a commander you could have an assassin
WhiteKnighted
I play on Ridiculous/Ridiculous with no mods except snaking and I have to say, I've had a different experience from what you've experienced OP. Sure my sov is generally my best hero but my second and third heroes will usually be absolute powerhouses as well. I tend to split my heroes between mages, warriors, and assassins, covering as many spell groups as I can but with an emphasis on death/wind (haste, wither, blind are op). Governors are great and defenders can be
@Raiddinn: I used to think exactly how you do, however I do feel that the spell 'Haste' is an exception to your rule and deserves mention here. I seem to often encounter situations lategame where I have 5+ air power from shards/wonders. At this point, imo, haste (generally on your most powerful hero or unit) becomes a very worthwhile buff if you expect the fight to last more than a few more turns. It costs very little mana but can increase your
Ah, I see Parrotmath provided a fix. God(dess) bless this kicka$$ community.
Does the map stay revealed forever as it is now?
Just like the title suggests, I am experiencing a very strange bug where the following happens: -I hit end turn with everything normal -New turn loads with no major event changes (no civs die, no spells are cast by me or others that I can see, I am not attacked by anyone, no random events that I can see) -Suddenly I see the entire map as if it is not only explored but in view as if I have a unit with sight of each and every position on the map. I a
What about earth to mud?
Don't forget Magnar/the Quendar. You can use slaves to build up huge armies quickly that can do a lot of damage at the cost of most of the slaves (death lash and cull the weak). Magnar players can use this strategy to kill much more powerful monsters much sooner than other races. You can farm bandits and such to improve the size of your capital fast (Quendar turn defeated human opponents into slave pop at their capital) and get one very high level city that can at
[quote who="Randomforumperson" reply="3" id="3364804"] Strategy for hero leveling: Warrior and Assasin are "just this unit" upgrade paths and therefore 100% useless. They buff ONLY your hero, but don't have useful mass damage or buffing spells. Any properly made 3 part army unit has more HP, deals more damage and tanks more than a leveled hero in those classes. The Commander and Defender classes have buffs for the whole army, such as dodge increases or a
Gotcha, many thanks.
Thank you!! That really helps me out. Are *any* 'combination' spells still in the game in the same form they were in FE? Or are they all traits that you spent level up points on now? Edit: Horrific Wail damage no longer scales with death or water nodes. Drat.
The title pretty much says it all. Is there a spellbook I can view with a list of all spells in Legendary Heroes and their updated effects? The one for vanilla FE doesn't help me now that I'm playing LH, of course. Also, can someone enlighten me as to whether Horrific Wail is still available to casters who have death/water adept? My sov doesn't seem to have it yet and I'm pretty sure she would by this point in FE.
Delete this. Misspost. Thanks.
That's exactly what I was looking for, thanks.
Pardon me if this has already been asked to death but a quick search turned up nothing so here goes...: I realized I had typed a wall of text complete with reasons and questions, so I'll just delete that and simplify it here. Why the change to armor in LH? Can someone explain to me why SD decided to do this? It's a minor thing and I'm loving LH regardless but I'm curious. Thanks.
So I just deleted my prefs.ini file to reset my game settings (changed something, couldn't tell what) and when I reloaded my last save the goody hut with +20 research taht I was just about to get is gone! I know because I had loaded it twice before to test the settings and the hut was there. With new settings, it's simply not there! Same save! Is there some way to fix this? Does the prefs.ini file control even the ingame settings for difficulty an
Sigh ... well I did search before posting, but I searched again after and found the following, which I'll list here for future users: delete the prefs.ini in \my documents\my games\elemental\ folder Thanks Harpo!
Subject says it all. Can someone please help me reset my settings to defaults? I changed something (cannot for the life of me determine what, but it gave me a 'game restart required' message. The game doesn't feel right! All my heroes walk super slow (although quick movement wasn't the change) among other things. Help! I don't want to reinstall, but I need to undo whatever this setting change was!
Hey all, The title pretty much says it all. I keep preparing to attack monster lairs only to find that there is a caravan on top of the lair tile and I cannot right click to attack the monster camp that is in the square (or to move onto it and loot it if it's empty). I wait another turn and another caravan appears there! I wait yet another turn and yet another caravan appears! It can sometimes get to where I have to wait 6 or 7 turns to clear
Hmm -- this brings a further question -- I have already installed and played your mod for the last 4 or so hours *without* anything being added to the units folder. Now that I have downloaded your folder and copied the files, will I need to start a new game for the AI to begin using those units? I messed up pretty badly so far but I'm holding my own (early krax spears are just awesome) so I'd rather not start over unless necessary. Also can I create
Hello Sean, I have another question related to the above. You mention: "There are no longer any of the vanilla units such as Defender or Spear Maiden or Scout for Magnar. You must add the units in the Unit folder I provide to your Unit folder. This is located in something like C:\Users\Username\MyGames\Fallen Enchantress\Units." This seems to imply that there is a unit folder in your mod files which will have unit fil
Greetings all! I've lurked for over a month but I had to sign up now that I've bought the game. I just thought I'd share my story. I have owned and loved other Stardock games (Demigod, SoaSE) but I was leery of FE at first due to hearing about the various terrible problems WoM had, so I used some nefarious means to test Fallen Enchantress out for free. After a week of play (and many happy reminiscences to
double post - please delete