Note, you changed the spelling from "Sorcerer" in versions before 0.01g to "Sorceror" in 0.01h, so any Sovs created with a previous version need to be remade or have their XML files edited for the Sorcer(e/or) skill to show up. Note I don't think the Quickcast spell is working - I cast it, then cast another spell with 1 turn casting time and I have to wait for the 1 turn casting time. Have you successfully got it to work so I know what to do next time?
StevenRLynchAbundanceThatIAM
How about this for a combo: get Water magic from an early Hero (Steal Spirit) or Pariden, use Empire and choose Death II for Sov and Death Worship for Faction (I also used Undead, Gravetouched and Rebels). I've having an epic game of 1 Undead Conclave town with outposts against the world - my Sov and Bacco and 5 ghost units with Maces and 24 armor and as as many initiative boosting items/effects as possible (try Amulet of Haste, and Amulet of Haste II or III from Primal Savage'
There are just so many ways you can design units for the situation, that the AI would be hopeless at. But I strongly suggest you make some unit designs for the AI to use - unless you are on one of the difficulty levels above challenging, when all their units are good because they get about 5 traits for free. =) ;-)
It works on the Comodo Firefox offshoot IceDragon too - I would guess that the Comodo Chrome offshoot Comodo Dragon would work too, but I normally used it in private browsing mode. I like Ice Dragon Firefox and use it as my main browser now, including Disconnect add-on. Other Firefox add-ons I would recommend are Karma Blocker (pretty simple to whitelist sites you want to allow, and other sites get rated based on the number of adverts etc.), Google Privacy (works for other major
Primal, to prevent the building of multiple versions of the same vault giving more Arcanium, I suggest you link the Arcanium production to the Core Hub (level 2) for Vault I or level 3 (Vault II), 4 (Vault III) or 5 (Vault IV) levelup buildings. Although it means you will start accumulating the resource as soon as you get to the required level, the big advantage is that multiple vaults simply unlock more shop items - they do not make Arcanium points easy to get. And every city get
I haven't had this problem in the games I've played, so I don't know what's causing it in your games.
This reply post deleted (OP still relevant).
Here's what I'm trying to do. I don't like how Dodge becomes meaningless when the Training Techs are researched huge numbers of times. Even on super high difficulties I think it's too much that a stat, like Dodge may as well not be there if a computer side goes overboard on Refined Training. So I decided to make it so that sides can research two different once-only techs of +20% Accuracy each, and the second one costs 50% more than the first. This allow
It's frustrating when you don't actually see the unit killed, but it is not in the same place and it didn't move much. I kept on Counterspelling the Dark Wizard's Despair, until a time came when he had two turns in a row! When I came back six or seven turns later, he was nowhere to be seen and there were not powerful AI units there that visibly were damaged by the Despair! I would love it if another player kills a monster unleased on the world by a random eve
That's the thing about PC games - they can be totally stable for some people and totally crash-ridden for others. There are just so many configurations of hardware components, operating systems etc. that it's almost impossible to get the game working on every system, and you are reliant a lot on the drivers the hardware and software manufacturers provide too. Some driver releases or combinations actually cause crashes. =)
Commanders with their unrest, research and gildar bonuses become much more obtainable and useful when using the Monument XP Bonus mod - one of my favourite mini-mods. =) Not sure about the Innovation amount should be, though.
The next patch. It didn't make it in time for the Monday patch just released, but all the other issues reported have been addressed I think. If you don't want to wait, open your Spell xml file in your favourite text editor - default place for this file is: C:\Program Files\Steam\SteamApps\common\FE Legendary Heroes\data\English\DLC04_Spells.xml if Steam is installed in the default spot, otherwise start from the SteamApps subdirectory of the Steam folder whe
I've been playing Gigantic maps (from a mod) on 64-bit Windows 7 (computer is 4 or 5 years old with a newer hard drive) and pretty much the only time the game crashes is when I've been playing for it a long time or when I reload multiple times without restarting. The in-game crashes seems to mostly happen when ending turn and then a building finishes.
There's got to be a way to save quest information so they can be completed after saving and loading. Note: I have not been reloading in this game (which is what I do as a matter of course in my games) except for crashes when I don't have a more recent save.
Having lots of HPs can protect your investment. Just recently, I had units get down to 10 or even 3 out of 300 HP or more. If HP goes to 0 you lose that unit and all its experience permanently. But if they just hang on, you can rotate them to a protected city and since they are high level, they will get a large number of HP back per turn (level x 2). HPs protect the investment in building and getting experience on trained units. Defense, resistance to elements an
Okay, thanks for the clarification.
1. I'm not sure if it applies to Slave Lords too, but if the leader (first unit) of an army is Men/Fallen, if you win all of the units killed count for bonus population. 2. The new lairs with the new undead units count as Men/Fallen for population purposes. However, the pre-existing Monster Skeletons and Banshee units don't (I'm sure about the Skeletons, Banshees probably are the same). The new units are Undead race-type, the old units are just mons
And is it an easy fix? I'm wondering how to change the Wraith defenders to Undead defenders, but I guess you would need to define them at all levels.
Yes, you can get over the cap, but it will be set to the cap when you end turn. Like most things, change in variables only show when the next turn begins.
Oh. I did think that they were combined, I did take only a short look though.
As far as I could see, the Undead race trait included all the abilities from both the DLC and the mod. That's the only thing that I checked, I haven't been using the mod since then.
When a Wildland "unlocks", all rivers in the previously wildland area are turned into plains, while still looking like rivers. This bug is very long-standing.
Repost from other thread: I noticed that the units file for the Undead faction, when downloaded from Steam, had an "a" as first letter before it's proper name. It's possible that that error caused another faction to be used, a bit like what happens when you use mods that add other factions and also use CoS, without full support for those other mods. If ot
I renamed it (removing the "a" which was the first letter) and haven't got the bug when Trogs are used instead that others have reported.
I noticed that the units file for the Undead faction, when downloaded from Steam, had an "a" as first letter before it's proper name. It's possible that that error caused another faction to be used, a bit like what happens when you use mods that add other factions and also use CoS, without full support for those other mods. If other references go to its proper name, then the error would prevent normal working of the DLC as it would not find the Undead units. I rename