Makinus_

Makinus_

Joined Member # 3991213
4 Posts 8 Replies 177 Reputation

I´m having the opposite after 1.7: The AI does not want to colonize - they mostly keep only the starting city and use pioneers to spam lots of outposts... There is also several instances of the AI not even founding the first city - i found several times the the enemy with their startign units "frozen" on their starting positions, with several places available to create the first city nearby - sometimes on the same tile of the units....

12 Replies 26,980 Views

I am apparently with the same problem - the exception is that it goes away if i save the game, exit, enter again and reload the game - then it works fo 3-4 turns and the same problem happens again. I suspect it is some kind of memory leak...

5 Replies 5,025 Views

So let me see if i understood it right: - if i want to mod so pioneers can only be produced by level 2 cities i need to create a specific resource that is only produced the lvl 2 cities - let me borrow jshores name and call this resource "Settlers". - to do what i want "Settlers" should be needed for Pioneers, be local and not global, and not storable - all this i think i can manage by gleaning from other mods (some help would be fine too) - my main doubt is how i make so only

10 Replies 15,433 Views

I want to reduce the pioneer spam on the early game and read on a thread here a suggestion that pioneers should only be built by level 2 and above cities... Is it possible to mod this mechanic? How?

10 Replies 15,433 Views

maybe the answer should be increasing late tech costs - i believe that there are settings on the elementaldefs file that increase tech costs according to the number of techs already researched...

36 Replies 55,585 Views

I´m currently playing FE (bought it less than a month ago) and i´m enjoying it a lot after i did some tweaks (modding) to adapt it to my tastes (i like slow tech progression with fast production times) - thanks to the comments on this thread i decided i will buy LH too, but will wait until a couple of patches is released after the "official" relesase of the expansion, so any rough edges get smoothed out... Thanks.

63 Replies 154,745 Views

Using the root directory did the trick! Thanks for the answers, now i have FE modded to the way i like it... Just to list my current changes: - Epic tech rate with Fast production rate. - Horses production reduced to 0.2 and 0.4 (stable/ranch) per season - Wargs production reduced to 0.1 and 0.2 per season.

9 Replies 9,599 Views

I tried that, the changes still did not take... btw: what is best, altering CoreResources or CoreImprovements? or i need to do both?

9 Replies 9,599 Views

After reading some threads about the fact that horses and warks are too plentiful i tried to mod their production values to reduce them drasrically, but my changes do not appear to be working, and i´m stuck. - I first tried modding the CoreResources file, reducing horse and warg storable resource production values but it did not work... - Then i tried changing the CoreImprovements file, and the game ignored my changes... I´m us

9 Replies 9,599 Views

Just reporting back that i bought FE and it indeed runs fine on my E-350 netbook (low graphics but good) and i´m playing a lot the game without problems - strangely enough, i never had a crash on my netbook, but on my desktop, that has more than the recommended hardware, i constantly get crashes later on the game (most the DX Error: Invalid Call) - any idea why? Thanks.

4 Replies 6,048 Views

I´m considering on buying Fallen Enchantress but first i wish to know if it will run in my HP Pavillion DM1 (AMD E-350 APU/Radeon HD 6310 - 6GB RAM - currently running Win7Pro). I have a desktop that meets the recommended hardware, but i wish to know if i will also be able to run FE on my netobook using minimum graphic setting. Anyone knows? Thanks

4 Replies 6,048 Views