After chosing to leave another Souvereign's teritorry my army ended up inside of the second gate wall of the Masterquest Wildland zone. I was unable to move the army out of there. Since I didn't yet have Cloudwalk (or Call of the Titans) there was no way out.
JSchoeck
Very nice to see many quick fixes happening. Especially like the Skills aren't Magic fix and Water Temple cost fix.
I turned "Surrender frequency" (or what that option during game setup is called) to "often" and I got Ceresa to surrender with 1 city left. The city was destroyed in the process, which seems very counterintuitive to me. I'd say it's a bug.
I love them! Although I used them on custom factions, so I have no experience with Death shard demons. I find Earth (great tank) and Air (crowd-control, high mobility, high damage but vulnerable as a trade-off) to be the most useful by far, Fire and Water are okay, but Mirror elementals die too easily (they are hard to kill on enemy armies though since you don't want to burst them down with magic/archers which have high damage but low HP).
Hi guys, since I like the item system a lot and think it need many more options, both for trained units and heros, I will start a mod with the aim of increasing gameplay choices and diversity in that section. I will only ADD items, not rebalance/fix/remove them, so that my mod will be fully compatible to vanilla and other mods. If you care for it it'd be great if you wrote what kinds of new items you want, what you think is missing and what you think about m
It might also be considered impossible to have a tainted Life elemental being - since that would be a Death elemental. If you read the description of the Grave/Mirror/etc elementals they all state that pure elementals were corrupted by the Oracle. Since she is Empire ideology all the Life shards turn into Death shard and you get Death elementals (forgot the name). In order to have logical lore you would need to create pure elementals that spawn from all the shards except death.
[quote who="crimsongekko" reply="11" id="3272296"]FE lore is pretty good, the problem is that after FFH any other lore pales in comparison to that... [/quote] That.
29, male. Started with Civ1 in the 90s, first SD game was GC2. Played Fall from Heaven excessively and bought E:WoM because it looked so promising - now enjoying FE a lot! Nobody writes that they are MALE, which probably almost everybody is, am I right? @ seanw3 : Intelligence is not related to age, at least from a scientific POV. T
Hi Stardockians, I find myself wishing for a sword sooner in the tech tree in almost every game. If you tech equally for Magic, Civic and Warfare it takes a long time until you get trained troops that do at least a little more cutting damage than a daggar. I also don't feel it too strong if swords were introduced one or two techs earlier. How do you feel about it? [Edit] Renamed the threat to reflect my and other people&
I have played a few hours with the 1.01 patch and they game is IMMENSE fun. Without the instant-building-bug I finally am competing on fair ground with the AI and it's a blast. THANK YOU STARDOCK! [e digicons]5*[/e]
[quote who="enoeraew37" reply="76" id="3270886"] Quoting Borg999, reply 76I prefer random maps. I'm not really interested in pre-fab ones. I would like to see a DLC with a monster, spell, or building pack. + this ..but fix the games bugs before you move on to xpacs and dlcs please. oh can we call it a new years update..since some people not mark xmas on their caladar[/quote] Also this +1, very much so. Premade maps might possibly be good, but I live
Suggestion for a new UnitStat: check if a unit is knocked down, so that other effects can chain off it (i.e. always critical damage, never dodges, animals easier to tame). Another one: flying/floating (so that a spell like Earthquake does not affect it, but a spell based on storm/wind/freezing/lightning is increased in its effect)
[quote who="Derek Paxton" reply="46" id="3269721"] Its in 1.01 (not 1.004)[/quote]Oh god thank you so much! BTW: I think FE is a great way to continue the FfH legacy - I love the game and I loved FfH!
It might be a player-only bug, so you could not test it by attacking an AI yourself. For my abandoned game I certainly did not have Militia units for many turns , even if a city didn't get attacked at all in between. I stopped because there was no way to win with the militia and reload-finishes-AI-buildings bugs combined, even though I was clearly going to win, without those bugs :/ It's a great game, but a few heavy bugs can ruin it. Still not giving up on it
So am I the only one with that problem?? I though it might be supposed to be that way... I'll see if it comes up in my new game and send saves accordingly.
Thanks! Man I even read the changelog before starting that game, blind me!
Hi all, I created a custom faction and souvereign with the Periden ability The Decalon. It's supposed to unlock Spell Books that teach your champions the different schools of magic. When or how do I get them? They haven't shown up in any shop of any of my towns/fortresses/citadels/outposts and I already researched almost all techs.
Hey all, I can't figure out why my City Militias and Guardian Statues disappear after my city gets attacked, even though they did not die or even get a scratch. This is a huge problem for me, since I relied on their presence and am now royally screwed. Any hints for me how I can get Militia troops back or when they appear after conquering a city? Thanks!
Cool, I'll try it out for the de-blurr. Since I don't rotate the map usually, the other fix doesn't really do anything for me. ;)
[quote who="Borg999" reply="10" id="3264905"]So I have to custome design a henchman unit for any to show up?[/quote] For me they showed up as soon as I had the required tech (Heroes, I believe?) and I was able to build one, so I also had enough Influence - think it was 20 or 50 per unit. I did NOT have to custom design them and there were 3 types available to pick from.
This delay did not happend for me during the FE Campaign. I haven't had the skill in a sandbox game yet, though.
Why not create a central hub with Torrents for the mods? I don't know if enough people are into playing FE with mods, but that would certainly be a completely free and distributed way of sharing files.
Very much needed and nicely constructed Spellbook - now you only have to include it in the game, in something like the Civilopedia in the Civ games (and yes, also for Technologies and Units). That would seriously make it easier, a more consistent playing experience and as a result, even more fun! Edit: OMG, I just found the description of what I'm asking for in the FE Manual. Simply clicking on the "?" in the upper right-hand corner brings up exactly what I was
Are you still working on the mapscript? It sounds great and I want to use it with 1.0!
How will it help if my Familiar is just able to cast the same spells (Burning Hands) and I cannot summon any other creatures, because I don't have the spells? I'm thinking that at level 4 or 5 a mage hero should at least be able to do more than run away, no matter what aspects of magic he persues. Or do I simply do something wrong so I don't get the spells? ...nevermind, I just checked out the Spellb