For Legendary heroes I would like: 1. Steam workshop for mods. I hate having to remove mods, patch, update mods, etc. Steam handles this much better. 2. Fantasy Races. I hate the 8 different human races. Add elves, dwarves, dragonmen, centaurs, flamekin, icemen, shadowmen, angels, devils, trolls, etc. For the next game in the series: 1. Do not keep the elemental world. The races are too boring. The world is boring. The entire story is the world i
mdonais
If I install this mod which says 1.1 compatible but I am playing 1.2 will it break or work mostly? Thanks, Mike
I cast it 3 times last game, always far from a city and all 3 times it did nothing. Might need some work.
Here is the end of a game https://www.dropbox.com/s/272nzybrnpjdhbe/Winning%20insane%20insane.EleSav This is Insane/Insane medium map. I saved it right beside the final battle for a quest victory. I wiped out 2 of the 4 enemies already, 2 more are around but my group could probably smash them. My main caster hero is level 19, but he gave out all of his health last t
Does Civ have scenarios? Do MoM MoO GalCiv have scenarios? Honest questions, I don't remember playing any.
I take this trait all the time, it is amazing because it lets you fireball every turn.
Is there an easy way to attach files to a post?
I tried this same built on insane, it is a great build and easily beats insane if played at all right. I swapped water magic for air magic, as I see little use for water. I also took clumsy instead of weak. I played on a medium map because it makes the game faster. I say this because I think it is pretty obvious he is not lying, the game is not that hard to beat. Before this I beat insane with a lot of other strats, often including enchanters and
I think it would be awesome if the traits mentioned that they only work with physical attacks. A small tooltip change but things like that add polish.
You guys are all answering different questions like 'its fair and balanced and intentional' But the question was do any of these traits work. The traits that give +Damage clearly don't work because it would show in the unit stats. The traits that give a percent bonus damage in certain situations should work because they are a percent bonus. So if you do 8 ice damage +50% would be 12 ice damage. I just asked if anyone has tested and verified that they work o
Sounds like everyone is in the same boat :( If anyone has or does test offensive traits on mage units let me know. So far it looks like none of them increase the mage damage and all of them increase archer damage.
When I make a bow unit all the bonus damage traits seem to increase their damage. When I make a unit with a staff of fire or ice the traits with bonus damage don't make their numbers go up on the display. Are there some good offensive traits that help mage units? Obviously +2 initiative works, and I often take +3 hp, but I am not confident of any other offensive traits. Thanks. Mike.
I was scarred (heals 1 hp per season regardless of level). This should be renamed to: Scarred (heals 1 hp per season regardless of regeneration rate)
This is 100% repro and a huge advantage If you set autosave to zero turns, whenever the computer attacks your guys just reload your autosave and the computer will do nothing instead of attacking. I think it is saving at the end of each turn, but when you reload it is the beginning of the next turn so you skipped right over the bad guys turns. You can easily beat any difficulty if you know this and it isn't even intentional. You may just reload to try
Patch notes says it fully heals each turn, in game i cast it on my life mage and it did nothing. He was gaining his normal healing (I think 10% of hp) each turn and nothing from regen.
Mages and Commanders are both viable and strong hero types. I think the others ones are a tiny bit weak right now. Instead of taking commander to get a big boost to accuracy you can make a custom race and choose lucky. It is +25% accuracy and +25% dodge for you and all your troops. A crazy powerful ability.
Whne I make a new Faction/race I can choose binding to get free demons with each shard and Cult of 100 eyes which sounds like it does something similar. Does anyone know if taking summoner and putting points into the summon skill tree makes these stronger? Thanks, Mike.
Super annoying. I would be fine not having this feature at all instead of what is currently implemented.
This is 100% repro and a huge advantage If you set autosave to zero turns, whenever the computer attacks your guys just reload your autosave and the computer will do nothing instead of attacking. I think it is saving at the end of each turn, but when you reload it is the beginning of the next turn so you skipped right over the bad guys turns. You can easily beat any difficulty if you know this and it isn't even intentional. You may just reload to try
As a tank with a shield I want to be adjacent to the enemy units so that they don't attack my crunchy guys. This also lets me gang up when my next unit moves and attacks. Shield bash pushes them away which is the last thing a shield user wants. Give that ability to club users and give shield users an accuracy or damage debuff. Probably it should be a damage debuff because it is already too easy to get 100+ dodge. consider making shield proficiency something
I don't think I disabled any of the victory conditions like master spell. I am actually surprised none of my opponents won that game with it. I don't know what my final score was, I think it was the highest possible score. I thought it was 1 followed by a bunch of zeroes. Like 10000 or something. Is there a way to check?
I wanted to post the build I used to beat insane. If you want to discover what works on your own you can skip this post. There are probably other strategies to do it also. Insane is really really crazy. The weakest groups of monsters have 150 hp. You have to be able to beat those at level 1 to work your way up. On insane the computer was completing world achievement buildings around turn 10. Before I even had a second city. When I encountered the first opponent
The most powerful spellcaster is a lightning mage that relies heavily on storm for single target damage (100 points is not that hard to get if you focus on it) and takes the free fireball spell from research for his AOE damage spell. I have won with this build on expert+ many times. Rush the -1 casting time talent, it is by far the best talent in the game since it doubles your output. Mike.
Right now you have to invest heavily in a single line and go mostly up that line. Instead there should be more dots and short lines. The skills deep in the tree should require 10 points anywhere in the tree as a prereq. Only a few should require specific skills. So if you were in the assassin tree you could start investing in either the crit line or the dodge line, once you spend 5 points anywhere in the assassin tab you can start investing in the archery line. H
I love FE but: I would love a version of FE that captured 2 key things from MoM 1. Fantastic Unique Races (fly, generate mana, walk on water, regen etc) the races in FE suck 2. Character customization is less different places to make small changes. Instead make a few big changes. More like MoM, less like Galciv. - A fan.