[quote who="Primal_Savage" reply="203" id="3462450"] There is a thread about this game in PC Gaming Forum. It would be nice to read relevant LH comments here.[/quote] Hey, thanks for calling me out for responding to four or five other posts asking about something. I edited my post to fit the theme for you.
Naidrev
Fallen Enchantress was a lot of fun. But I played it a lot. This recent patch did not rekindle my interest. Now, I am really enjoying Endless Legend. It is a great game!
When I play FE, I almost always play as my custom sovereign and faction. I am not sure why anyone would buy this DLC. When I heard this was going to be a Leader Pack DLC, I assumed it would introduce several new jobs and a bunch of new talents and weaknesses for character creation. But it only introduces 3? That is very disappointing.
My least favorite things about Legendary Heroes... 1) The biggest would have to be that the factions and races are bland . They are all humans (or close to it, for the evil factions), the buildings look the same, they build the same, and except for a few units like golems, all of the units are the same. None of the lore is evident in their units and structures. A lot of this is because of the whole "build your own units" thing. If this was gone, I feel l
I love the idea of a City Victory. I can't believe I've never thought of that before. Giving this a try right now.
- Building Cities - Building and expanding territory - Lore creation - Specialization, but not through custom unit creation Basically, I like creating a kingdom and interacting with the world around me to create a story.
[quote who="mdonais" reply="47" id="3386603"]1. Do not keep the elemental world. The races are too boring. The world is boring. The entire story is the world is grey and dead - what a bland premise with lots of bland art opportunities.[/quote] I completely agree. This is the biggest thing holding Elemental back right now. Since Elemental first came out, a lot talented creative people have joined the team: artists, writers, ect. Use that talent to make a new and exciting world. While t
[quote who="abob101" reply="32" id="3386448"]I don't really want to move spells just yet... but one option might be to make it so that all the summons under the spellbooks/sphers get shard bonuses... and the ones in the Summoning path don't. Will have a think about it.[/quote] That sounds like a great idea. It rewards people for their shard choices and starting spell spheres, while still providing summons as rewards for the summoning specialization.
I agree that the game should stick with the Elemental name. If you are starting from scratch, I'd really like to see a game with the interesting lore (like religion!!!)and faction and unit differentiation of "Fall From Heaven 2" combined with the city building and hero exploration game play of "Legendary Heroes".
I would like to see all (or most) summons directly linked to your spell spheres, with the summoner path effecting how strong and easy to cast they are. The reason I mention this is because right now, most of the summons' levels are not directly linked to amount of shards controlled. Some of them are, and the decision seems to be random.
I've been trying to think of a fun way to make a tall faction. How does this trait look? City-State Cannot build Pioneer. Can build special unit called Explorer. Like pioneer, but can only build outposts. Still costs population. Auto-razes cities upon capture. Can build special building called "Heart of the City". Heart of the City upgrades as follows:
That is too bad, but thank you for considering it. Adding the ability for all cities to make walls would be a nice change to defensive, though. Could you go into more detail about what you mean by making factions tall instead of wide?
I posted this in your other thread, but it didn't get a response, so I wanted to add it to this one. I have two trait ideas. Protective : All city types can build Hedge Walls. Outposts create fences around any structure they are built next to. By fences, I mean the same mechanic that cities use to absorb resource buildings. I am not sure if this is possible, but it would amazing if it was. It would really help a player protect their resources defensively, w
Could someone post a picture of the tent mod in action?
There is a new baby bird in the nest! Congratulations! I have a suggestion for the "lore" of the Binding tech for Kingdoms. Life spells seem to focus on changing the body (healing, growth, shrink) rather than the typical Holy stuff. So for the Binding ability, instead of the lore of corrupting elementals with Death, I think Kingdoms should enhance humans with the power of the elements, turning them into elementals. Then you could have humans with the elements chained to them.
If the enemy initiates a combat and you use escape, your army should have its full movement points when it becomes your turn. If this is not happening, try a fresh install. Or perhaps you really have found a bug. Try posting your save file.
I would like to see caravans made purely graphical, so we get a sense of who is trading with whom, but they don't get in the way. In the meantime, just enable cheats and use ctrl + k to kill the the selected unit.
[quote who="parrottmath" reply="18" id="3366162"] This is a result of the game making calculations from each of tiles around a particular location. When the tile yield sum reaches to something over 6 it shows up as a settable spot. Although, I will not do this change, you can do this change... switch the minimum settable land from 6 to say 7. That should make a lot less "settlable" areas and give you probably only spots of 2x2 land areas, but they will be special ones. We
I love these mods. Bridge and snaking remove so much frustration, and armored militia just makes sense. I have two requests for mods... First, I like how you made a Death magic counterpart to a life ability with Death Adepts. Would you consider making Life versions of some of the custom faction traits that only seem to apply to death magic? Second, could you make a mod that removes all settleable land areas that are smaller than 2x2? Salt the Earth helps get rid of the
Is it possible to remove items from dropping, as well? I am so sick of getting stone maces.
I cannot find .725 at the Wincustomize link. Has it been uploaded there?
I am fairly certain all city targeting negative spells can only be removed with Dispel magic. Only negative spells cast on units fade after a few turns.
That is great, thank you! I just checked out the Lore section of the site again, and it seems like they finally updated it! I am now encouraged to learn more.
[quote who="Chaosti" reply="8" id="3364824"]As for the Summon Delin: a 250 mana, permanent tactical summon would make Delin quite good too.[/quote] Increase his upkeep to 5 mana, and it sounds like winner.
Lore-wise, who are the Fallen? I've been playing this game since War of Magic, and I am still not entirely sure. Feel free to summarize the Cataclysm, too.