Good advice here.
davrovana
[quote who="DsRaider" reply="310" id="3388360"] It's definitely possible. Try looking at CityLevel_UnlockLevel2 in CoreImprovements.xml and adding a prereq to Forts. [/quote] Thank you.
[quote who="XWerewolfX" reply="6" id="3388358"] I cannot wait. I JUST CAN'T. [/quote] Learn to mod, you can guarantee new content that way.
I want to make a faction trait that disallows building fortresses, is this possible? Tried disabling the "fortress" improvement but this does not stop fortresses from being built.
(inappropriate response redacted)
[quote who="erock25" reply="16" id="3388267"] Quoting davrovana, reply 14 Quoting erock25, reply 13 My assassin was running solo with about 95 dodge around level 8 and all I had to do was avoid heavy magic dmg. How? Lucky skullcap, evade spell, wraith blood, +25% unit dodge bonus player ability (not sure what that is from), I think by that point had a few dodge boosting books from random loot, a few dodge traits, and
You probably do want some civilization and military techs. But once you have, say, weaponry from military, and Civics, Restoration, and Knowledge from Civilization, you could go 100% magic for awhile. If you have a lot of mana, Resoln cast cast their incredible spells and kill just about anything. Things like "Produce Mana," Temple of Essence, Shard shrines help up your mana rate. So focusing solely on magic could work just fine if there are nearby shards. The more shards you
[quote who="Dumhed" reply="306" id="3388213"] Question: Is there a way to limit the total number of a certain type of unit in the world? For example, I am interested in making a building that allows the recruitment of a powerful unit... but I'd like the custom faction to only be allowed to recruit, say... 3 of these guys. It would be even better if once those units die, the faction could still not recruit more.[/quote] The building could unlock a
[quote who="phazonfreak" reply="5" id="3388171"] Attacking a city is basically the same as attacking enemy units in the countryside just with a different visual background.[/quote] Visually, yes, but cities get defenders, and fortified cities give crazy bonuses to defenders. Spells can help defend cities as well.
Dude, buy the game. You'll barely recognize it from E:WoM. There are a lot of mods now (I made one myself), including Children Of Storm which adds a crazy amount of content, and yes campaigns can be modded in. Did you check metacritic? The reviews are very solid.
[quote who="Dumhed" reply="17" id="3388132"] This mod really has made the magic victory an interesting option again. Thanks a ton.[/quote] My pleasure. Thanks for the feedback.
[quote who="erock25" reply="13" id="3388095"] My assassin was running solo with about 95 dodge around level 8 and all I had to do was avoid heavy magic dmg. [/quote] How?
City count is your primary goal. That means: 1.) finding settle-able spots, and settling them fast 2.) clearing monsters 3.) Being prepared for the +3 unrest per city penalty as you expand Solutions: 1.) is solved by scouts, but just your sovereign exploring the map early on can find settle-able spots. Take even the crappy spots at first, you can cherry-pick geography later. OR you can attack weak enemy players immediately and take their cities.
[quote who="erock25" reply="11" id="3388028"] I fully admit that I have only played a few games of FE:LH at this point on Hard difficulty but I just don't get this love for mages and hate for assassins. [/quote] Mages start weak ,like assassins, but become amazing much sooner than assassins. Once a mage starts getting evoker traits, they can really blow through monsters. I don't hate assassins, I just have assessed them to be the wors
[quote who="joasoze" reply="7" id="3388038"] I wish there were more tough monsters and that the world was more dangerous.[/quote] If only there was a mod made specifically for players feeling like this... If only... https://forums.elementalgame.com/446047/page/1/#3387145
1.) Mage hero with 2 high defense melee units, rest archers or mages. That'll kill almost anything. Re: XP split: Play as Altar or custom "Men" race, make henchmen. You make your own heroes, and they level like crazy! 2.) What sjaminei said 3.) I like the map cluttered, because if it isn't, then the map is empty by turn 200. Dense monsters lets you earn higher levels, keep in mind. 4.) All the classes are useful if you learn how to use and level them, e
[quote who="erock25" reply="8" id="3387939"] My assassin with heartseeker and a splash dmg ring is one shotting nearly everything. My crit is up to about 70% I believe and the dmg he does is totally unfair. [/quote] How did you get your crit chance to 70? I max out at 59: Heartseeker, lucky skullcap, assassin's vambraces, whetstone, assassin bonus and lvl4 vital strike.
[quote who="sjaminei" reply="298" id="3387863"] Do you have a suggestion for how to remove the first champion reward as well then? (skipping right to the lvl 3 one) Making some funny sovereign/champion pairs from scratch could be interesting. And as a bonus, it would be easier to make them not share experience [/quote] CoreGameEvents.xml ? [code="xml"] &nb
I'd contribute some to a wiki. oh and DYNASTIES DLC PLEASE. (That's in case Derek is reading)
[quote who="Derek Paxton" reply="6" id="3387583"] Yeah, I like Pull of the Earth, and I think it could be balanced by casting cost and the fact that it's resistable. But I think BernieTime is exaclty right that the reason it is exploitable is because all champs get access to it. I'll see what can be done (probably switch it into the earth line or geomancy and put something else in the tech unlock).[/quote] Any chance we could unlock the spel
[quote who="Stalker0" reply="20" id="3387403"] Navy inclusion to me would be a huge endeavor for very little gain.[/quote] Don't buy this. Naval exploration by the AI, along with water monsters, would make the game deeper and more interesting. Imagine escaping to islands to avoid defeat, raising/lowering land and Curgen's Volcano to cut off sea access. in combination with an AI that actually explores the seas and uses boats, that would add a lot to the game, and ma
Dustbowl is also a great map, settle-able spots are not too common, and the high seas hold secrets.
[quote who="sjaminei" reply="2" id="3387217"] The AI spams this spell on my mounted units [/quote] True, but it usually hits at least one of my prone-vulnerable units too. If the AI knew not to target units immune to knockdown, it would really mess you up with this spell. And Trojasmic would be even more right, I suppose.
To be the fair, the AI spams this spell as well. I think a casting time is the best way to balance this spell.
[quote who="Nightmurderer03" reply="13" id="3386923"] Also a minor issue, did you notice the "final enemies"(to avoid spoilers) belong to the race of men?, that looked completely out of place, i know their race doesn't exist in the vanilla game but it at least put elemental or something else in there . .[/quote] I know exactly what you mean, I just ported the units in question as they were - race and all- from very rare random events when they appear in the standard rele