NOT compatible with Xtra Deconstruct. However Primal and I are in discussions on how it might happen.
davrovana
[quote who="malichai11" reply="4" id="3513175"] I just killed a coal golem and didn't get it's awesome pyre brand. [/quote] Probably for the best, that sword is so good it's almost a win button.
Stinking Mud was a Earth2 and Water2 spell back in FE. Incredible spell, probably overpowered, because the AI would walk right into the mud and get stuck. If you brought archers or mages, they got to take their time ripping the enemy apart. Like Primal wisely reported, you have to summon a crag spawn in tactical to cast it now, or get the Tectonic bulwark.
Updated to .9! New augmented Assassin Path!
Negative resources happen, I've seen it in un-modded games. The AI can train and cast into negative resources, though this might only be possible at Expert difficulty level and higher. So negative mana, crystal, iron, wargs, horses, all possible and I don't think it's D&W at all. Interestingly, the AI does seem to be limited to needing positive resources to BUILD. I think this is why the AI sometimes does not build the Forge Of The Overlord even when it has all
What do you do against an epic dragon? Cast Vatula's Dragonslayer, of course! Works every time.
The tactical maps make battles a little more unexpected. Only a few have a major effect on tactics (one map has a grove of trees in center, and almost splits your force in half for the starting location, with significant distance between them. This map makes you scramble to re-position!), but they break up the expectations of tactical battles with is a key element of the overall experience. New stamps are harder to notice (generated a few maps, then played one game), but there seems t
HellSpawn- Are you using XtraDeconstruct? That might be the issue.
Looked at Vanyar. It does not mess with city hubs. Not sure what the issue is.
I'll take a look at Vanyar. If both mods are changing the city hub files it could cause this.
Or try a mod that makes the late game much more challenging?
A spell that reduces the effect of thralls might be better than reducing doomsday. The doomsday counter gives the game a sense of danger - maybe the best feature of the game. It's the face of the asymmetrical design. Don't give the player direct control over it.
Updated
[quote who="Heavenfall" reply="522" id="3508594"] Traditionally Children of Storm contained a file to overwrite all goodiehuts. [/quote] Terrain issue?
Hm, not sure I agree. I like the Sk system but I think it is a little bit too powerful there. In LH it would make outposts crazy good. I like the idea of spawning defenders better. ZOC damage as an upgrade might work, but could still really screw the AI.
Updated to 1.42! New structures, re-balancing, more henchmen possibilities. Republic plays very differently from any faction now.
[quote who="Sentinemodo" reply="13" id="3504523"] also an install instruction would be handy [/quote] Check the OP it contains install instructions
Oh PS I am allowed to build on the nearby clay resource, as if I had an outpost there.
This is a mini-mod designed to solve a problem for stationed heroes: too little xp. DOWNLOAD HERE It gives you a building, 'Ye Old Tavern,' that grants 3xp per turn. Unfortunately it also promotes drunken behavior and hangovers among your work force, which has significant negatives. In my experience playing with this, it gives you a way to level heroes without being too powerful. Build t
.95 posted!
How did I miss this? So downloaded.
Maybe you should up the difficulty first.
I don't know why, but non-humanoids just make better paladins. Almost done with .95 !
Ahem. Thanks for the new features.
Every hero you add to a stack splits xp between the sovereign and that hero. Add a second champion, and then all XP is split three ways - one share for sovereign, one for each champion. If you want to level your sovereign, keep him out of stacks with champions, or use henchmen (they are champions that don't split xp)