The 3d map is almost taking on a spartan, WoM-ish look. I personally would prefer an option that added ground cover.
mqpiffle
My 5 modding changes: 1. All InternalNames should be 100% modifiable through the mods folder. Currently some InternalNames (like TechsDef) are not modifiable using a file in the mods folder. This harms modding because end users will be much less inclined to install mods which overwrite the core game files that involve more complex installation procedures, or re-installation of those files every time an official patch is installed. It also makes bug h
[quote who="Kantok" reply="1" id="3329286"] It's also worth pointing out that Frogboy emphasized low hanging fruit. The easier, resource wise, a requested change is the more likely it will be to get implemented. There is no budget/time for large scale overhaul. [/quote] Please read #2 above.
As per Frogboy's request , I'm creating this post so that each community member may list up to 5 items related to modding We (read Modders) each would like to see implemented by Stardock. 1. This does not mean Stardock will ever do anything about making fundamental modding changes to their Elemental franchise. It should simply be seen as a wishlist of things We would appreciate from the d
[quote who="Frogboy" reply="30" id="3329019"] Quoting Heavenfall, reply 27 It is depressing to see that the many reports of issues have gone unnoticed. I'd gladly write some concise suggestions for how to improve the available tools and the /mods/ folder, but let's look at the process shall we? Step 1. Make reports. Step 2. Most of it doesn't get read. Step 3. Devs only look for bite-sized bits with "a lot of impact". S
[quote who="impinc" reply="24" id="3328870"] I've stopped modding altogether, mainly because of the frustration of modding. Nothing really got fixed since WoM modding wise, and it's just too damn frustrating to mod for. In fact, it kind of killed my desire to play the game a little bit, which is a shame because FE is way better than WoM.[/quote] Miss having you around. You really added a lot to the WoM modding culture. Hopefully we can get SD to actually care
No. You can't.
True, true...one could make a bad turn-based rpg. But could you do it all from the mods folder?
[quote who="DsRaider" reply="13" id="3328509"]We haven't seen the modding community grow at all since FE came out.[/quote] It seems to me the modding community was much more vibrant with WoM (for a while) than it has been with FE. Sad.
Wasn't one of Frogboy's hopes that a modder could essentially build an RPG from this engine/build? I just don't see that happening when simply modding the base game is so frustrating and time consuming.
https://forums.elementalgame.com/440775 Beginning of the second paragraph.
What's most irksome and irresponsible of SD is that they have claimed that their game is mod-friendly when in reality it is not.
Or will you force me to spend more nights ripping my freakin' face off because I want to change one freakin' number but instead of just changing the freakin' number and placing the file in the mods directory I have to change thousands of lines of code just so that one silly freakin' number reacts well with the rest of the freakin' game but I can't? [e digicons]
[quote] I never have a reason to play any other way[/quote] Not even because you want to try some new and challenging way to beat the game?
They will be compatible with LH.
[quote who="Furibar" reply="18" id="3327463"]Btw, the Tireless March "new system" has been extended (by SD in FE v1.3x) to the spells giving the target the ability to cast Fireball and Heal (for what I've seen in the code).[/quote] Not exactly. Only the sovereign can cast the spell. I suspect they're using that unlock as a limiter somehow, but I can't really wrap my head around it. I suspect it has some hard-coding involved.
[quote who="Ashnal" reply="163" id="3325084"] So I found a slight problem with Avalanche. It says the target needs to be next to a mountain. Problem is, All "Mountain" terrain tiles are surrounded by impassable "Mountainside" terrain. So basically, either make the spell usable 2 tiles from Mountain terrain, or within 1 tile of the Mountainside terrain.[/quote] Just caught this post. Thanks for the feedback, I'll see what I can do.
Ah ok harpo thanks for the info, I'll update the links now. [e digicons]k1[/e] edit: only updated the link in the OP. Too lazy to do the rest [e digicons]:P[/e]
The DLC has quite a few nice new stamps.
If you're willing to use mods you might want to check out Rise of the Magi .
[quote who="Furibar" reply="166" id="3326790"]Considering that you introduced a x2 global mana cost (good balance for the entire spellbook, I have no problem with that), maybe we should try to help the AIs to increase their mana pools ? Or do you think that, even with 5x more mana, the AI would not change its behavior ?[/quote] It's coming in the next update... [e digicons]}:)[/e]
Yeah the hp bars are still not working correctly.
This may be a bug. Screenshots and save games would be nice. There is no xp 'penalty' per se. The xp the mob gives to champions is divided equally among all champions, then unit modifiers are calculated. The xp the mob gives to trained units is always 50% of the mob's value for all trained units, then unit modifiers are calculated.
Was the dragon controlled by an AI enemy or was it a wandering mob?
Tuidjy's posts are a bit outdated at this point. The AI and some game mechanics have changed significantly since he posted those guides. Not to take anything away from Tuidjy's work...