FE still has a lot of untapped potential even if the newest expansion better integrates the rpg and 4X gameplay. Why start over when you can build FE into a real classic?
DsRaider
Well personally I consider it to be near the bottom on any priority list but if I since you asked the simplest system is usually the best... 1.Open the equipment screen. 2. Click a new "Craft" button. A new screen would pop up with a list of all basic weapons that character has. The screen would also have 3 recipe slots. 3. You select the base weapon or armor piece and up to 3 crafting items like skath scales or poison sacs. 4. If you get a correct combination
[quote who="Kongdej" reply="12" id="3314423"]I think its a shame that, besides the obvious quest based or hero based factions can't outright pursue the master quest victory any better than troop based factions, or research based factions.[/quote] Exactly. This is a great example of how the current Master Quest is pretty much divorced from the rest of the game. As a "quest" victory it really should somehow be connected to the rest of the quest system and the effort p
[quote who="joeball123" reply="10" id="3314097"]Quests in Fallen Enchantress are not particularly friendly for multiple players, because as far as I know only one player can work on a quest from a given quest site at any given time. It's all well and good to split the Quest Victory out into multiple smaller quests, but they ought to be available for anyone who comes across them rather than just for the first person to trigger the quest [/quote] True but multiple people could still
[quote who="joeball123" reply="5" id="3313943"] Quest Victory As far as the quest victory goes, I think it's alright as it is - but since it can still spawn even if the Quest Victory is disabled, it would be nice if there were some obvious benefit to completing it, aside from completing the disabled quest victory. Otherwise, it's just using up space on the map that could have been a more interesting Wildland, or empty space for expansion.[/quote] I disa
[quote who="BernieTime" reply="1" id="3313586"]I like your ideas about changing Quest Victory. Rather than having to work down three doors, that whole thing could be scaled down to a huge Temple icon freeing up more available land to players. What's also interesting is the idea of needing a number of parts to create a tablet or somesuch. In multi-player it would give some leverage in negotiating for Alliances. You have 2/5 keys, I have 2/5 keys, let's make an Alliance, kill off the pl
Thanks for the heads up. I will get this fixed soon.
They don't exist in the normal game. What you can do is copy their xml into a new mod file and they will be useable in the editor. Their xml data is in the Campaign sub folder: \FallenEnchantress\data\English\Campaigns\FECampaign_Units2.xml
This thread is more then a little off topic. Anyway after playing I am not noticing a huge difference from 1.12. Mostly because the things that bug me are still around and I guess I tend to focus on them. Here is what I have found after playing one long game in 1.2. Good -The AI goes for magic victory with half decent skill. Although it's usually hard for them to build up that 150 crystals and 500 mana.
You don't attach blood traits to a race. Each race simply has units and they all just happen to have the same trait, ie the blood trait. You have to replace the old race units with new ones with the new blood trait.
[quote who="baddl" reply="21" id="3308232"]I can only repeat that this is the buggiest game that I've ever played (and I could even add a "by far") and Stardock is the most unresponsive company I know.[/quote] Post actual bug reports, or it didn't happen. You can't expect Stardock to fix things unless you are a lot more specific then "it's buggy". Many issues are hardware specific so you have to bring up your specific issues if you want them fixed.
If you want them to fix those crashes you really should post your crash reports, other wise there is nothing they can do. My computer runs the game fine so the problem is probably isolated to specific setups.
Having more differentiated victory conditions would really help with replayability. Right now conquest seems like the only real way to win. The other ways to win all require you to outpower the other opponents anyway. Even if you choose to do them instead of conquest they are usually less challenging because conquest is always somewhat different but the others usually play exactly the same. My main issue with all the side victory conditions is that none of them are competitive. You don&
1. Poor world event notification. I see the effects of world events many more times then I see the cinematic. Either the event is triggering for an AI player or the cinematic is cancelled as soon as it starts because I am clicking. Event Cinematics should have a min run time of 3 secs before they can be cancelled, and I should get a notification when AIs get an event. 2. Personally I find that the alternative victory conditions are nothing of the sort. They all boil down to slight var
They have said that DLC will add content only. Not code changes like adding terrain multipliers. So basically they can't add anything through DLC that couldn't be modded in, although I imagine they cheat more then a little. They can release a patch for instance that enables new mod options so that they can use it for the DLC for example.
Has anyone had any luck getting custom terrain to show clothmap art?
I am also having problems with attaching clothmap art to terrain. I have tried experimenting with and but nothing seems to work.
This is annoying. I see no reason for this to be so hardcoded. I hope they improve it eventually.
Mydocuments/mygames/FallenEnchantress/mods is the location of the mods folder.
I'm trying to create a new terrain that like forests, and rivers always has a art tile placed on it. I can't figure out how this is done however. Nothing I have done seems to work and I can't figure out how the tiles are actually tied to the terraintype. Any help would be appreciated.
The AI will use any designs you create. It is thus a very good idea to play through as a custom faction and make them some custom units.
Yes, simply create a item with the new tier name and make a goodie hut that rewards it.
Those are two different units, one is just a AI only design. So ya delete both.
Indeed as Heavenfall said give either give the basic units a new antirequisite, or try creating a new race for those new factions. Basic units are tied to race. There is a race editor around.
I have also been playing with making a "campsite" out of cities, for use in a campaign. It works but the big problem is that you can only build on fertile land and if you raze the "campsite" it salts the earth.