The issue is much more complex then it simply being too easy. I have never won using the Spell of Making in any game that I couldn't have stomped the AI by conquest instead, it just was less tedious. In no way is the problem that you can get it too early. That's simply an artificial constraint. You can win by conquest from turn 1 but mostly people don't say it's too easy. Rather the problem is that the spell is not competitive in nature. There is no real race between p
DsRaider
-1 means infinite or in this case always. Monsters will still spawn from a lair even if you kill the guardian.
I got them to work fine. Triggers are placed in the triggersdata file that is auto created beside map files when you place a trigger. I have been working on my own campaign unfortunately my computer died on me... [e digicons];P[/e]
[quote who="crimsongekko" reply="30" id="3291247"]it seems like you've put the SW tags in the wrong place, they're supposed to go into the L1 LevelMilestone section.[/quote] Opps my bad. Thanks for the heads up.
What's the point of a spell that decreases resistance that is resistible?
[quote who="CogBurn" reply="45" id="3290533"]Something I'm sorta wondering... Normally incrementing from 1.0x to 1.1 is a fairly major step for any software. What is the 'centerpiece' change for FE that is, for lack of a better term, justifying the .1 increment? Everything we've seen in the changelog so far looks like a .03 level change.[/quote] I have to agree with this. This seems like a fairly small patch.
Right now I find that every other victory condition is just a minor twist on conquest. Which really hurts re-playability because you have to do the same thing every game to win. I mean you may get a magic or diplomatic victory but you did it by building a Basically what I'm getting at is it shouldn't be possible to get a diplomatic victory by accident, when you aiming for conquest, or vice versa.
[quote who="Paradoxex" reply="21" id="3290283"]Stupid question, but I bought the Map Pack, and when I go to set up an Anthys map, the maximum # of AI seems to be set at 8 still. Is there something I need to do to raise it to a higher number, as Frogboy alluded to above?[/quote] Create some custom sovereigns to fill those spots. You can't have doubles of sovereigns, although you can have doubles of factions.
Something that has come up a lot lately is the current alliance system. Right now in order to ally with anyone you need a late game tech and if you ally with all the remaining players you win. This has several problems. Firstly the lack of early and midgame alliances prevents a lot of strategies and really limits your interaction with other factions for significant parts of the game. Secondly it causes a lot of weird situations when it comes to alliance victories. For instance if you go on a
Blood traits are just traits a unit has. They aren't given to a unit so much as all units for a specific race just already have them. If you want to use a new trait you have to create a new race and give it units with that trait.
Updated. -Fixed ranged weapon issue. -No longer generates graphics twice. -StormWorld Compatible. I'm having issues with Wincustomize so here is a dropbox. https://dl.dropbox.com/u/20690209/NewUmber%20v1_2.zip
Everytime I sit down to play I think to myself, "You know what this game really needs". Then I go work on a mod to add that idea into the game. It usually works out that I am working on mods about 5 times as much as I actually play. [e digicons]^_^[/e]
The Kill spell? Other then that it seems his main weapon is despair so get units with spell resistance. his high armor also would make elemental damage a good idea.
I really love the new fertile mountains. However I dislike the new fallen environment as it seems to be too dark and everything bleeds together. The mountain also don't stand out like they do for green fertile land. Sorry if am being critical.
[quote who="Heavenfall" reply="28" id="3287322"]I haven't noticed this before so I wonder if it was a stealth change in this version. Apparently when I recruit champions from the same race as my sovereign, their gildar recruiting cost goes down 50%. Or was that put in an earlier patch?[/quote] I was actually just going through the Elemental Defs file and noticed the entry for this I'm using 1.02 though.
You may wan to play through as a new faction before you let the AI control it and design some units for it, especially if you are using traits that grant items.
Geez this post tells me nothing. Come on Frogboy, spoil something.... pls. [e digicons]:grin:[/e]
I always thought the answer to balancing the strategic nukes was giving them a max range and cast time. So you actually have to go up to city and give the opponent a chance to counter.
[quote who="beastregards" reply="26" id="3284648"]I am not entirely sure of it but something in this mod disables ranged weapons even if such trait is not selected on race creation. I use only this mod + new traits one. It seems it affect only Urxen bloodline faction, both pre-made and custom one.[/quote] Oh ok. I'm pretty sure I know what the problem is. Bows are the one type of weapon that has an artdef that changes in regards to unit models. I'l look at it. He
Well the game is rather new. Just between you and me I have *heard* some things about someone working on something, but it will be awhile yet.
Unfortunately you can't combine units.
Indeed it really takes no real skill to edit the xml and customize your factions even more. They are stored here: \Documents\My Games\FallenEnchantress\Race Just insert YourNameHere into your faction's file up to 10 times to name your cities in order of them being built.
Updated to fix Skath Mount Bug.
I'm not worried about clothing much because it's pointless once you get armor. Rather I would like races to get more distinct armor. I had some easy to implement ideas from another thread I will post here. 1. Like rlane48 mentioned said they should modify the skins on armour so they change more in relation to faction colours. Right now all armour is the same colour, even leather. Giving unique colours to armies' armour would go a long way to making them look interes
Yeah I will update this when I get the chance, and make it Stormworld compatible. I just have been super busy lately. This is actually pretty much the first mod I made for FE and I was still learning as I made it so there is a lot of inoptimal code I need to replace.