@bp - yeah, I see your point. It's not a level of difficulty I would play the majority of time because it is a chore to eat through all those HP's. But I don't mind exploring the challenge from time to time.
AlLanMandragoran
Sean - personally I don't see a problem with HP bonuses on the higher difficulty. I chose insane for a reason - I knew what I was getting into. I intend on playing your mod on your map with your recommended settings in the next week and give some feedback. I guess what I'm saying - I like seeing 3K+ HP 4 stacks of corpse spiders. Makes me crap my pants. Not that I like crapping my pants... wait, maybe I do...
[quote who="parrottmath" reply="32" id="3277681"] Fixed an issue where you could get floating waterfalls after casting Raise Land (fix from Parrottmath!) I must say this looks good [/quote] Well done, parrotmath!
Sean - where can I get your map? It's probably right under my nose somewhere...
[quote who="JSchoeck" reply="58" id="3277432"]Very interesting read. Is it actually FUN to play a game like this? [/quote] Certainly not most of the time, but I've found it fun to give it a try. Almost every single mob on the map is an epic killer - trying to control and push them away has been fun. So much on the line - very unforgiving.
Reviewed turn 265 save and some others around there. Interesting fact is all city defenders are gone from New Hallas even though they were there when I originally saved. I went back and looked at turn 150 - appropriate # of city defenders there. So in short, something occurred around turn 275 (I finished building an armorer) and then all of a sudden all city defenders gone... however, going back and reloading a turn 265 savegame loads New Hallas with 0 city defenders even though I kno
[quote who="Tuidjy" reply="19" id="3277097"]Quoting Lord Xia, reply 15Altar influence spam with quest maps? Yup. Surprisingly easy. I had won with Altar before, but this time I did nothing but sit in my corner and quest spam. By turn 70 I had four henchmen over level 25. [/quote] My Lord. You give Tuidjy an inch he goes a mile! [e digicons]:digichet:[/e]
Interesting. I'll play around with it tonight and let you know.
This looks awesome. Will give it a whirl, thanks for sharing!
I have a thread on this too. I find it rather important to fix this personally. I keep getting spammed with the -1 hp debuff and there's no alert (other than a graphic on strategic map) and seeing the effect in town details. https://forums.elementalgame.com/435284
Sean - check out the most recent playthrough here: https://forums.elementalgame.com/436313 . Could be a game ending bug where I think there might be too many defenders in a city and when I try to move a normal unit out, it somehow grabs some city defenders and puts them in the overland army. And then it just goes downhill from there with all kinds of weird stuff going on. Just concerned the qty of defenders in your mod may e
[quote quoting="post"]I love the quests that pop up, in fact I would love to write some for this game (I am a modder with scripting skills) but see no way to do it yet.[/quote] Welcome! Check out this quest editor thread by Murteas if not not already done so... perty cool. https://forums.elementalgame.com/417220 . There's also a couple of great mods to check out (Stormworld and Master's Affliction).
Sean - take a look at this save . Move a unit out of New Hallas... the game bugs out, apparently because I have too many city defenders... it moves out all the city defenders and stuff, crazy. This might be a game breaker - New Hallas is starting to crank out troops and if I can't move them out or have mobility due to the bug... [e digicons]:pout:[/e] Friggin' Magnar is spamming t
Turn 270 - FP 167. Magnar highest at 515, lowest is Gilden at 141. Ithuane has survived to build up defenses. Created a wall via manual placement of city improvements. Have a nightwatch built and hideout, thus monsters will not attack the city and if they do, have 6 archers and 4 spearmen defenders plus the 9 units in town. Hope is now level 4, new hallas is level 3. Northern border secure, southern border fortified. The peace within Tarth's small kingdom is contrasted with the absolutely
Turn 250 - FP 154. Settled the third city named Ithuane! A brave Tarth pioneer rushed inbetween monster movements and founded. Irane then scrambled in with both heroes and best units Tarth had to offer. Irane determined the strength of the entire kingdom needed to be here since the northern city New Hallas was now a level 3 fort with 13, yes 13, city defenders plus 9 normal units. Magnar has not moved in a long time - he sees the fortifications up north and goes elsewhere. Tarth's fu
Turn 230 - FP 133. Magnar highest with 395 and Resoln lowest with 121. Nothing much has changed... wardens on southern border are working overtime to push the walking dead out of the area so Tarth can found their 3rd city. Have armor now, thus Arando is decked out in Masterwork Chain. Furthermore, since metal is not a problem, Tarth is able to make some turtle tanks in masterwork chain (if had crystal could deck them out in Champion's gear). Weak on the weapon side... but definitely will
Ya know I tried to read that 4th review and it's another language. Damnit.
[quote who="Bobchillingworth" reply="21" id="3275907"]Quoting seanw3, reply 18 Except in mods where new lairs spawn all the time and the world never ceases to have new dangers and stories. That sounds a lot like what I'm looking for- where do you download it? [/quote] Sean's Mod - https://forums.elementalgame.com/430587 . This is vanilla FE on cr
[quote who="seanw3" reply="18" id="3275888"]Quoting Bobchillingworth, reply 16The first 60 turns or so, when the world is full of lairs to explore, loot to gather & stuff to fight. Past that, and you're playing a very pared-down 4X game in a blasted wasteland. Except in mods where new lairs spawn all the time and the world never ceases to have new dangers and stories.[/quote] I second this...
The problem here is I did place the outpost next to the settleable tile but not on a diagonal... thus it was immediately incorporated into city limits. In fairness, I should have put the outpost on a diagonal and then not build anything near it to avoid it being gobbled up. However, that doesn't negate the bug exists which is unfortunate.
Turn 220 - FP 131. Magnar is highest by far at 312 and Resoln is lowest at 126. Northern border is quiet, have been unable to settle the third city... too many mobs. Wolves sacked one of my outposts down there, rebuilding. Trying to time settlement when the mobs leave... but they're not goin'. This may not work on the southern border, too crowded... we'll see how the next 10 turns go.
Bp - I have a thread posting the outpost bug here: https://forums.elementalgame.com/435722 . Recommend you start your own. I was disappointed this fix wasn't in the 1.02 changelog but oh well.
I hear ya bpalczewski. I remain optimistic I can hang in there... the world is not only punishing me, it's punishing all the factions (I like that personally). It's the only thing I can count on to give me time to develop.
Season 210 - FP 131. Still playing footsies down south trying to time the founding of the 3rd city with the monster movements... and there's a crapload of 'em, it's like an episode of Walking Dead down there. With Giant Spiders. And Wolves. And Cave Bears. Just a general nightmare of terrifying and insane proportions! There is a good city spot down there but need to go through hell to get it. <a href="https://dl.dropbox.com/u/19969679/Fallen%20Enchantress/1.01/101_MA_Tar