davrovana

davrovana

Joined Member # 3610268
86 Posts 1,177 Replies 22,632 Reputation

PS I love the ideas of: -Extremely hard end-game dungeons (do you have time to lose units and burn mana in exchange for unknown great equipment?) -Minor factions sending their unique champion at you if they become SK allied! (Do you consistently fight back that champion every time he re-spawns, or take the time/risk to defeat the minor faction and be rid of him?)

34 Replies 183,372 Views

1. I think the Doomsday Counter is the best part of this game's value proposition, that is, it forces the player to consider time. It solves the biggest weakness of the 4X formula by taking away the option to indefinitely sit around and gather power over an indefinite period. Think of FTL: you had to think about every jump choice you made, because the enemy fleet was only getting closer. The player could only delay the enemy fleet, never send it back. I think the player w

34 Replies 183,372 Views

[quote who="morphem91" reply="55" id="3525083"] Looks like your new file fixed the problem , well done [e digicons]:)[/e] [/quote] Glad I could fix the problem! I'm Wikibear !

56 Replies 171,676 Views

Are you custom designing units? Are you building them from fortresses? Load up pariden units with magical equipment, then use scrying pools combined with city enchantments to give them fire attack, initiative, health bonuses. You'll be able to mage staff-wielding units that can kill juggernauts before they'd ever get up close. Juggernauts are amazing but they can be killed somewhat easily. Pariden requires more detail management than yithril, but they are an awesome fa

5 Replies 12,508 Views

-immobilize the unit that can cast tornado -send in multiple stacks not on the same tile, only one will get hit by tornado -have an ophidian in your army

7 Replies 16,825 Views

morphem- Do you have the undead DLC installed? Might be the issue if you DON'T have it. Replace your current file with this one , and let me know if it's fixed.

56 Replies 171,676 Views

[quote who="coollonewolf1978" reply="6" id="3524205"] Well I got it to work finally. The problem? It apparently was this: The game apparently did not like the space in the Internalname. By removing it, it works fine now. [/quote] Yeah, I noticed that, but wasn't sure if it would actually bother the engine. Guess so! Try out the

7 Replies 10,784 Views

[quote who="coollonewolf1978" reply="2" id="3524088"] Well, I tried that, however it disappeared from the sovereign screen when I started a new game and still didn't show up in the build queue. I tried tying it to the race blood ability. [/quote] Has to be a player ability, not just any ability. I'd say for now, just create a player ability (copy FleshBoundTome or something) and call it "Ancient Architecture" or whatever. Give it to your faction in their RaceCo

7 Replies 10,784 Views

[quote who="morphem91" reply="51" id="3524014"] Same problem here, any fix yet for this mod ? [/quote] As far as I knew, that was fixed some time ago! Surprised to hear you're having that issue. Are you running XtraDeconstruct? Which version of this mod did you install?

56 Replies 171,676 Views

[quote who="Seik" reply="4" id="3523360"] Did you played the Dead? I think there is a bug to build pionneers. Even if you have more than 30 people it is often grayed out and say "Not enough population". It took me ages to build just two of them. Even with 120+ population I could not build a third pioneer. [/quote] Sounds like a mod conflict. Never seen this myself.

6 Replies 15,946 Views

[quote who="JetJaguar72" reply="4" id="3523815"] I was wondering: Is it possible to give the AI the ability to scout additional tiles (like the scout ability, but more than just +1 sight) as an alternative to giving the AI the fow cheat? Is this possible to mod in? [/quote] You could add the scouting ability to AIAbilities.xml so that all trained units get the ability. Not sure if a second copy of that file is correctly read from the mods folder (worth a try)

7 Replies 29,545 Views

Try tying it to an ability instead of race. Can't find an instance of a building based on race, so it's possible the engine just won't take that when it's time to generate building choices. So take your tag above and its content, and over-write with this: [code="xml"] AbilityBonusOpti

7 Replies 10,784 Views
Reply to N/A in FE Multiplayer

Yes. I bet you there's one of those 'red squares' from Sorcerer King in there. Solved in SK, but it's a mysterious error or something that shows up in a map as a red square. Kills performance. If one were to open the map in the editor, the red squares would show themselves.

3 Replies 8,436 Views

Don't think there is one. A mod can turn dynasties back on, but to my knowledge the .xml files define little of the parameters of dynasties and how they operate. Even when they are on, the diplomatic side of dynasties doesn't show up in the diplomacy window. If there was a way to mod marriages/dynasties back in and I knew it, I'd be all over that.

3 Replies 4,921 Views

[quote who="highwayhoss" reply="745" id="3520982"] As for champions, one suggestion for a future expansion would be "Traitors and renegades"; these are champions of one ideology serving its opposite. For example Amarians or Mancers as imperials or Urxen, trogs and wraiths for Kingdoms. Princess Urxia from CB is a good example. [/quote] SHAMELESS PLUG: If only someone had made a faction-trait mod wher

2,228 Replies 8,552,639 Views