I DO have a long laundry list of things that are bothering me about Elemental: Legendary Heroes. At this point, however, being within 2 weeks of scheduled release, I am holding back (yeah, reading my other recent posts, it might not seem like it, but there are a LOT of issues I'd like to discuss). At this point, I've accepted that what we see now in the beta is what we are going to end up with, with some last minute tweaks, and a good number of people seem fairly happy wit
tjashen
Wisps have bodies? I'm thinking of the summoned healing wisp unit thingie on the Summoner tree (which can be hard to make out depending on the terrain), but I haven't tried summoning one yet under the latest patch. If they are supposed to come with bodies, they probably should have an ethereal quality I'd think...
OK, stupid question. I'm sure you have done this, based on your references to files in the original post, but sometimes it gets missed. You did check 'use mods', correct? There's always the chance the last patch or whatever may have toggled this, so it's an easy thing to check. Also, make sure you back up the appropriate file before replacing anything in the root directory. As mentioned, you do need to start a new game to see changes ingam
[quote who="phazonfreak" reply="42" id="3356648"] Quoting tjashen, reply 41... Hear, hear! I am looking forward to the game developing company you establish to show all those firms like Stardock how the business really works.[/quote] Not really a goal of mine, and there ARE some game designs out there that I have been very happy with (SFC 1/2/OP, the Infinity Engine, SM Alpha Centauri/Alien Crossfire, The Warlords series up to WL3:DLR - note the avatar, etc. etc
Swarming has become the new 'one trick pony' in Elemental. While the concept of 'concentrating your fire on one opponent at a time' has been with us for many games before this one, Elemental strongly encourages you to place units around a chosen target, beat him to death, and THEN move on to the next target with Swarming. I mean, you are stupid NOT TO swarm your opponent whenever you can. Of course, this does expose some units to Counter Swarms, as the AI m
While Strategic planning certainly has a major role in a 4x game, how well battles are executed on a tactical level has always had a huge effect on the rise and fall of empires as well. One only has to look at the history of the American Civil War, for example, and how many rabbits Lee pulled out of his hat in the early parts of the war to truly respect this. Of course, Lee's overconfidence in his own men, and his underestimating the Union's tactical situation there, cos
Spawning newly recruited Champions next to the Capital city makes perfect sense. +1
[quote who="phazonfreak" reply="11" id="3355705"] Quoting salikgyula, reply 9 i am sad when luck of design, and polish is confirmed this way: "it was not in the focus" If it was not in the focus why we got: -self designed units, -so many armor and weapon types - trait tree for the heroes These features are only usable in tactical battles, but right now you dont need it, you just have to click on attack the nearest enemy a
Leeeeeeeeeeeeeroy!
OK, looking up Kenata's weapons mod, I see that a few concepts that were subsequently implemented as 'standard' features, such as Cleave. However, Cleave wasn't nearly as powerful as it is now (reduced attack versus three opponents). The ability I was thinking of was Fortify. This added 15% or 30% to counterattacks, as well as defense. This is how 'set to charge' was simulated in that mod. Duration was set to 2 turns, with a 3 turn coold
[quote who="Anelyn" reply="24" id="3355010"] Make pioneers build roads as soon as you research the tech in civilization tree (make it 3rd or 4th tier so is not easily usable in early game by all factions so Capitar still retains a bonus in this regard).[/quote] That isn't what a lot of people have been asking for, hence the unit trait, which IS what a lot of people were asking for. Quick update: I still haven't figured out how to 'trip' the mounts
[quote who="davrovana" reply="8" id="3354913"] Quoting Stupidity10, reply 7 Id say both defeating enemy Sov's (the first time) and entire factions should give fame for sure. Defeating a faction/Sov should be treated like a quest with a reward screen. Also I don't think defeating a faction is genocide. The population in their conquered cities is still around. (Unless they surrender, in which case I always thought they all suicided from depression). <br
If you wipe out another Kingdom/Empire, OF COURSE it should bring you fame! The heroes in the land will hear of the fall of Capitar or whatever, and this will peak their interest and raise their awareness of your kingdom/empire. The Fame Award doesn't need to be a huge one, but there definitely should be an award.
(Cue huckster/infomercial voice) Roads, aren't roads cool? Do you love using roads, but can't use them to get between all of your cities because they travel through another Kingdom's cities? Or having roads taking long side jaunts between your cities, increasing your commute time? Sure, you could wipe out your neighbor, but who wants to deal with that hassle? Introducing: The ACME Roadbuilding System! Yes, you too can build your own ro
Makinus, You probably should submit your error log to the designers here, so they can track down that DX Error. In Documents-My Games-Fallen Enchantress there is a debug.err file. You might want upload that file to a file service like Dropbox and post the link to the file, or send the debug.err (and maybe a savegame file) to [email protected]. Not sure if they will do any more bug fixes for E:FE, but I would
Yeah, it always cracks me up that a Sovereign can gain the ability to raise and lower land, summon powerful beings and generally be somewhat impressive in the magic realm, but can't channel/learn the magical prowess to fix simple injuries like a chipped tooth. Or, figure out how to slip a chain shirt on without special training apparently... [e digicons]:dur:[/e] Or, command other units to stand in front of the Sovereign, if he has a melee weapon. Oh, and on
I had another road situation in my latest 0.87 game where this time I could actually see the neighboring empire. When I built my third city, it connected to the enemy capital, which was connected to a second city, which then connected to my second city. There was a river between cities 2 and 3, but the road could have wrapped around it, and a bridge would have made a lot of sense in that case. THIS is why we get annoyed with auto roadbuilding.
Hey lpisko, I'll never criticize your grammar! It's easy to miss spelling stuff when responding on the fly, so people should just chill... we are here to enjoy Elemental, not be grammar nazis! If I can't make out the words, though, I'll ask. In your case, I get your meaning so no worries! [e digicons]:thumbsup:[/e]
OK, back when I was working on a balance mod for E:WOM (until I took a break because of the flurry of patches coming out), as I remember, most stats were Stat/2 -10, to determine the bonus or penalty they provided. So if you for some reason had a Str less than 10, you would have a penalty to your attack strength. At that time, I felt that ANY unit should be able to attack, even barehanded, so I dropped the -10 from the formula (so all units had a base attack of 5). To bala
Well, if I were going to adjust spears/polearms, I'd suggest the following: 1)Free pre-emptive strike against approaching enemies. As we really don't have facing implemented in this game (sure the models face a direction, but attack in any which direction), any time a unit moves adjacent to your unit, you get a pre-emptive attack due to your reach. This includes other spear units, as you are 'set' against their attack. You know, as I remember, Kenat
[quote who="davrovana" reply="19" id="3354455"] Quoting tjashen, reply 17 Yeah, I want to know where the code is to add encumberance back in too. Last time I checked the .str and .def files there was no trigger for this. I believe the mod is called FallenEnchantress.exe. I may go back soon, and see how different the two have truly become.[/quote] Actually, it's called LH 0.75... Tell me where I can do
Currently, both quests and subquests both use the same scroll symbol. If there is no need to return to a quest location, I've seen that scroll go white, but if you will need to return, it stays the same tan/beige color until the quest is complete. I'm thinking that subquest locations should have a different icon, or perhaps just a different (third) scroll color, and that 'triggered' quest locations should change color to other than tan or white, so that you know
Yeah, I want to know where the code is to add encumberance back in too. Last time I checked the .str and .def files there was no trigger for this. And, we've discussed to death how you balance this for mages. Add a mana/spellcasting penalty for medium and heavy armors. Soaking up trait slots for armor when there are so many traits already, and where level advancement is so slow, is just silly. All this accomplished was making heroes less legendary, and un
I like the direction you are taking with this. Pacing is the #1 issue I have with the current builds, and I like the reduction in production times, faster level gains, etc. Looking forward to this mod, once the game is released of course! [e digicons]:thumbsup:[/e]
This unit upgrade option is long overdue. We the people say YAAAAY! Anyways, to streamline the suggestion above, treat each upgrade as a 'check box', instead of an 'execute' box, and then add an 'apply selected upgrades' box to the bottom. You could have an 'upgrade all' box next to the 'apply selected upgrades' box as well. Also, a 'drop down menu' to the left of the check box, showing all available upgrades might be