Birth of summer. It is now a tier 2 magic tech spell, and now works very reliably. Build up 200 mana, and cast it near a shard or crystal crag. You'll create multiple city spots, at least one with essence. Just don't cast within 6 tiles of one of your cities. Who needs to rely on the map? (The attunement sovereign ability makes this easier to cast)
davrovana
AI has counter-spelled me plenty of times, for the record. They aren't necessarily smart about using it, but it does use counter-spell.
Not sure this is too overpowered. If someone makes a prone-maul combo army, you can counter it. Mounted units cannot be knocked prone. Defenders have a trait that stops prone. Boots of spider can be put on any troop design, prevents prone. Making a prone resistant or prone immune army is not impossible. Not to mention, good archers/mages will just focus fire on any dangerous maul unit. An entire army of juggernauts is a problem, but- isn't that a given,
Count me in for buying future DLC too. Especially, you know, DLC that would allow my sovereign to oh, say - CREATE DYNASTIES!
Working as intended. Your borders will sometimes revive the land, creating new yield tiles for settling. Don't know the rules for it, but placing outposts (sometimes city borders too) will create a chance of yield tiles appearing over time. Birth of summer does it faster.
I was looking in coreunitmonstertypes.xml. I noticed that trained monster units like ogres, trolls, and storm dragons have the line: 0 Whereas Knights of Asok and Hunters (the units that come merc camps) have this line instead: 0 Is this why Hunters and Knights of Asok still cost wages? Maybe there are deeper hard code reasons behind this, maybe not. Hope this observation is
Pretty sure you must start a new game for mods to take effect.
[quote who="Nick-Danger" reply="3" id="3364935"] That's interesting -- you had an AI cast tornado on you?!?! Cool! [/quote] Ditto! If the Ai did this to me, I'd really be screwed.
Chaosti- please post your save one turn before victory, on insane/insane.
SALT THE EARTH ! ? Can't wait to play around with this versus birth of summer. AI birth control!
Look who had the same issue! Crash reports included. https://forums.elementalgame.com/444761/page/1/ (dropbox is an easy way to post links to files)
I am pretty sure one of the patches close to release was supposed to set Knights Of Asok to 0 wages. In my last game, they had a 6.9 gildar per turn upkeep. Huge improvement from 9 gildar per turn, but still too expensive to field the unit. Screenshot and savegame forthcoming.
Nature's cloak is one of the cheapest unit enchantments in the game. The upkeep is not necessarily high, because you can cast it the turn you attack, then turn it off the same turn. Wizard, you have to let this go. Your balance crusade is pointless, because this game's concept isn't about perfectly balanced strategy. The only real issue is that the AI can't deal with blizzard when you use it. Turn up the difficulty, or don't use blizzard.
Good thing counterspell still exists.
[quote who="Polistes" reply="25" id="3364459"] Leave mana blast and shield alone, I seldom get them in my games and when I do its a nice treat to have my ultimate hero guy that's unstoppable. If this were a MP game I would consider changing mana shield and blast, but since its not I say leave it the hell alone and enjoy it, if you don't like it don't use it. [/quote] +1
Thanks guys.
[quote who="parrottmath" reply="1" id="3364328"] You need to add -cheat to the launch options [/quote] Er, how do you do this? It it in the prefs file?
Exactly what I needed. Thank you, Mr. math.
Am considering tinkering with the master quest. But how do you do things like give resources, reveal map, etc, to playtest a mod?
No. You are the intrepid explorer here. : ) I think it will by looking at the standard CoreRaceTypes.xml. Those generic unit "other" types are the only lines that designate special units types, even there. The UI makes it seem like training golems or henchmen is a "trait" but the .xml doesn't treat it like that. But if it doesn't work, I don't think it'll cause huge issues. And the custom faction .xml is easily edited back. Save your .xml fi
I have not seen this. Are we all sure this is a non-settlement issue in every case? The AI does get its cities wiped by monsters, forcing sovereigns to wander and then re-settle.
If the faction has the generic units available, they should appear in the tech tree, and be available on unlock.
I have not modded this myself, but I have done light mods successfully, so here is my guess: This folder: C:\Program Files\Steam\steamapps\common\FE Legendary Heroes\data\English Find coreracetypes.xml Next, copy and paste these lines into the appropriate lines of your custom race's .xml file: " Unit_IronGolem " and " Generic_Henchman</Gener
Blizzard rocks. But it can be counter-spelled, and resistance to cold completely nerfs it. Also, single target, high-hp units laugh at blizzard. Also, most characters won't level up enough to have both savant and multiple evoker traits.
Hey- if we play it and hate it, they can change it back.