DsRaider

DsRaider

Joined Member # 3393970
143 Posts 2,032 Replies 25,104 Reputation

Melee champions are fine, especially if you cast buffs on them like, Growth, Stoneskin, Fireblade, or etc. Just because they are melee doesn't mean they have no magic, just less. Stomping around as a 12 foot tall giant in platemail is pretty awesome.

28 Replies 29,583 Views

[quote who="Frogboy" reply="1" id="3266102"]The monsters, during the beta, were considered "too tame" so we turned them up. In v1.01, we're doing more work so that their behavior is much better controlled by the difficulty levels.[/quote] Well in our defense "God Wolves" are a very recent addition. In particular the Howl ability of Great wovles is rediculous, especially if you tame them...

29 Replies 40,271 Views

[quote]1) maps are too small, and the 'walls' that hem us in are too obvious. Make them bigger. 2) archery and spell range (other than the burning hands and similar spell range) appear to be unlimited. They should have a more limited range. 3) add more terrain effects such as:[/quote] Well they should definitely add in #2. I could also see some more larger maps, although not too much larger. There are a few fairly large maps in

15 Replies 11,838 Views

You're very rude GaelicVigil and this game wasn't made just for you, it's absurd to think Stardock should spend their time and money on the stuff you want and not try and make a great game for everybody. Anyway... To get dynasties back open the the ElementalDefs xml file and find the tag 0 then simply change the 0 to 1. It's much more work to get boats back but it is possible if you simply

82 Replies 243,635 Views

You people are so negative. You can turn Dynasties back on in the xml you know. Also you could mod WoM style boats back in, they would just be as stupid and pointless as in WoM. The AI wouldn't use them. Since the beginning of Fallen Enchantresses development the devs have occasionally mentioned these two areas. We will eventually see them, they were simply not included in base FE because they had to use their time in more important areas. I think we can agree that a dyn

82 Replies 243,635 Views

[quote who="Lord Xia" reply="5" id="3264833"]I would prefer a game about powerful magic users, have powerful magic in it.[/quote] An interesting point but you have to balance it, Magic can be powerful and unbroken only if it comes with opportunity costs. The easiest way to do this is to increase mana costs and really require players to invest in mana infrastructure, at the cost of other things, in order to use certain spells.

26 Replies 26,641 Views

[quote who="Bellack" reply="19" id="3263685"]The campaign seems like an after thought. Better than WOM's campaign but not by much. What makes it better is that the game mechanics are more solid. I would say that this would make a fine Tutorial except it does not have many of the elements that the Sandlot game has.[/quote] It would be an interesting challenge to make scenarios into truly deep games in their own right. Instead of just simple rpgs used for story telling. Battle for W

19 Replies 12,940 Views
Reply to Armor Models in FE Modding

You would do it in the ArtDef xml file, not the actual item files, by simply adding the art from one piece to another.

13 Replies 4,627 Views

A big part of it is that the AI is horrible at calculating relative strength. Your big stack may crush the AI repeatedly and be unstoppable but the AI still has tons of small groups and weak units everywhere so they think they are tougher then you. Thus they don't think they need to sue for peace even as that unstoppable stack is heading for their capital. The AI needs to compare it's toughest stack versus it's opponents toughest stack more, and ignore it's weak stacks, when&n

7 Replies 18,729 Views

You are saving new tile designs over old ones of the same internal name? I would suggest saving the new designs with new names and changing the xml so the improvements use the new art instead. go to \Stardock Games\FallenEnchantress\data\English\Core Improvements, copy the art defs you want into the mod folder, and change them to use the new art.

5 Replies 33,028 Views

[quote who="seanw3" reply="1" id="3263460"]Another army missing a unit.[/quote] *Another army missing a champion. If the AI is at war all it's champions should be joining maxed out armies. I constantly see them still sending out single champions. Adding a single champion to a stack makes a big difference in that stacks strength.

8 Replies 18,202 Views

Spears are also the only melee weapon with a consistent upgrade path. Axes and swords use the same path and thus you can't really upgrade them.

47 Replies 37,118 Views

[quote]what are the effects you get from mancer and urxen races?[/quote] Ya Races simply give you blood traits and special units. Trog Blood gives Juggernauts, Altar gets henchmen, and Irooner Blood gives Iron Golems. They are mainly used to determine what your units actually look like, what clothes they get, and what their armor looks like.

3 Replies 8,198 Views

[Quote]The bigger problem is when you inadvertently build a city or outpost near a monster den and either immediately, or after the city’s influence expands, you unleash these monsters by displacing them from their homes. Dragons, Slags, Elemental Lords, and Shrills can give you a run for your money early on, and even into the mid-game in the case of dragons. It is important to keep these monsters in mind whenever you expand and explore. Inevitably, you will eventually run into these ha

8 Replies 19,491 Views

I think that if he actually gave a number it would have been fairly high even if he had a fair bit of negative things to say about the game, or at least constantly repeated how the RPG and TBS parts aren't tied together well.

40 Replies 46,062 Views

[quote who="Blackmantle_" reply="16" id="3262997"]All in all solid work for a TBS campaign but no match for a good isometric RPG (let alone an excellent one, nice to see the engine whould very much make a good CRPG possible given the ideas here to make such a campaign better seem very much in Scope for what Modders could do without major fuss...).[/quote] Ya it would be hard to make a truly good RPG by modding FE, hard but not impossible. For a pure RPGs I would steal as much fro

19 Replies 12,940 Views

As I mentioned in the OP there is a lack of choice when it comes to strategy. One way to add this may be to have different quest options. So you can choose to do the quests that activate the shards in order to mass mana, or choose to do the city quests that allow you to build better troops faster, or do the champion line of quests that grant you better items for champions. Also on top of that you would be collecting lost libraries and having to choose what techs to get because you w

19 Replies 12,940 Views

[quote who="Kongdej" reply="9" id="3262648"]Remove the ability to construct buildings in the cities owned by the player.[/quote] Another option might be to add in quests to build certain improvements. For instance you might get a quest to help your settlement by building a building like a garden or tower of dominion, which requires a unique resource you can only get through completing a quest like clearing out some wolves from a lumberyard. This would bring city building to the fore o

19 Replies 12,940 Views

18 10 You can replace blunt with pierce or cutting. With defense you should give him all 3. You can find examples in the CoreMonsterUnitTypes file.

8 Replies 17,334 Views