When trying to conquer and raze some outposts the AI put near me that overlapped a Clambercoil Dragon, to try to avoid waking the Clambercoil dragon near my cities, the CD woke and attacked my small stack. They were not in a position to possibly defeat the Clambercoil dragon, so I Auto-resolved to get the pain over with. They won. I couldn't believe it so I took a look at the log. While my 3 remaining units made around 40 attacks to whittle it down, the Clambercoil dragon made a single fi
sirmathmansir
[quote who="Kongdej" reply="10" id="3261402"]Well if you have both choices, you can pick and choose, I was thinking you would include the second choice, I would probably try both settings at one point.[/quote] If it were possible to tie my changes in coreimprovements.xml to my custom resourcehoard selection, I would have looked into making both options available. Without that ability, it's two separate mods, and I don't have the follow-through for that. Besides, I'm making
I'd be surprised if no one else discovered this, but since I couldn't find a previous report for this problem I thought I'd add one. In 1.0, Pariden with 1 earth shard (and mods disabled) the hitpoint bonus from noblelegacy for having 1 earth shard does not take effect. You can see it take effect in the stats screen (17 hp), but not in the statusbar in the bottom left (16 hp, as per screenshot). I also managed to get into a fight with some darklings, and when the statusbar showed
No luck on elemental.str, it seems to be hard-coded to the data\ directory. I'll still go ahead with the mod, it just means that if anyone besides me wants to try it, they'll have to do mod directory juggling when they don't want to use it. [quote who="NorsemanViking" reply="1" id="3260000"] Would be cool with a mod that didnt reduce the amount of recources, but rather cut in half what the different improvements you built on them extracted
[quote who="Kongdej" reply="3" id="3260077"] Quoting Heavenfall, reply 2I don't understand your first question, can you say how it should turn out in-game? He want a resource income selection bar, so if its on normal, iron mines produce 1 metal per turn, if its on low iron mines produce 0.5 metal per turn, and if its on high iron mines produce 1.5 metal per turn, he is asking how he could change the metal gathering rate (and other similar items) depending on what people se
I'm working on a mod that I want to be fairly innocuous Since it involves adjusting resource frequency, I figured I'd add a new resource scarcity level, and was wondering if it was possible to make it so my other changes (primarily in CoreImprovements.xml) were triggered by using this resource scarcity level. Does anyone know of a (and ?) that would correspond to the resource scarcity setting? On a side note, is there
[quote who="Aerion Istari" reply="1" id="3255748"]How will it handle nodes or tags that don't exist in the original?[/quote] If a node exists in the change file that doesn't exist in the original, a new node will be created in the merge file. Remember that a unique node in this case is defined by its name, place in the hierarchy, and any attributes it might possess. [quote who="Aerion Istari" reply="1" id="3255748"]Will it comment out any replaced tags?[/quote] <p
[quote who="StillSingle" reply="8" id="3255634"] 90 attack?? this axe only has 19!! [/quote] 19 attack (including trait that gives +1 attack) * 5 figure unit = 95 damage attack.
Regular units can use it, but they have to be Urxen, take both strength traits, and be riding horses. Just before upgrading to 992 I was playing a Verga game where I designed such a unit and gave them leather armour (so they were heavily encumbered). However I then upgraded to 992 before finishing that game, so I haven't actually managed to put the unit to use. I think it would have been worth the initiative hit because they would have had 90 attack.
I had an idea for an xml concatenate utility to assist with updating mods to new versions of Fallen Enchantress as well as making mods compatible with other mods. Is this something that would be helpful? The idea is when you mod an XML file, you make a new XML file of the same name (in a different directory) that only contains your changes (as well as the hierarchical nodes above those changes). The Concatenate utility will combine this change file with the main file from the Fallen E
sorry to double post.
That blacksmith looks like he's having a tough time trying to chop that sword in half with an axe. I'm thinking a little job training may be required. [e digicons]v_v[/e]
Having said that, my theory that changing enchantments causing this also doesn't pan out. I don't replicate on other cities I change enchantments on.
Good thought, but no. I double-checked that the ledger still read 5/3 too.
The Ledger shows 5/3 enchantments. I assume this is because I cancelled two enchantments and cast two new ones, but this stat didn't take into consideration the cancelled enchantments? Also note the lack of column headers...
Hi Stardock, with 4 days left, I figured I'd let you know about a few quick tweaks that will really add a lot to the release. The black pool on the title screen menu looks really cool. For your in-game UI you should change all the buttons to have a black ripple-y background. Give Ceresa immunity to falling damage. Add a new faction that's all steam-punk, including steam-punk vehicles (airships, dirigibles, trains, badass bikes) <
I like unit customization (even though I sometimes just work with the prebuilt ones) and to some extent I like micro-management. But not everything needs to be micro-managed and sometimes the game just needs to progress. This autoplacement of units is a great compromise.
I see that the weird zone of control issue persists, lol. It almost seems like an intentional artistic choice now :p But nevertheless I agree that the changes made over the course of this beta have been impressive and positive. I particularly love how each of the factions seem to be incredibly powerful in their own particular ways, and yet the game still finds a way to make you pay for your arrogance in thinking you've maximized early game technology and money growth with Pariden
However, I just noticed that Magnar and Krax have not met even though their territories are next to eachother (in theory this should show up in the savegame above). Also, what's the reason my growth rate was capped to 0, if I have 160 food and 100 population? (I don't think this shows up in the savefile).
ok...never mind about the field of vision thing, it was just a caravan.
These are probably well known issues by now, but just wanted to report a stray blue line in my map. I also have occasions where I can see into areas where I have no units or cities. Fortunately I have a save game that replicates both (see external link). edit... whoops, title should be 0.981
[quote who="Tuidjy" reply="1" id="3166122"]Hmm... Your analysis is fine, but I have yet to see 'fortify' work at all, at least with custom races. Are you 100% sure it working for you?[/quote] I've mostly been fighting multi-figure battles with the spikes of krax, and I've found I've been taking very little damage, especially given my low armor (2 per figure on my older units, now 5 per figure). I've assumed that was because typically only one figure in th
I'm running a Krax game, and I might be jumping the gun in reporting this, as I'm still very early in the game. And I'm really liking Krax so far. What's not to like? He gets a huge boost to his early game with 1150 gold to rush production of early game resources, settlers, and buildings (obviously once Civics is researched), purchase adventurers, and even trade tech for money with neighbours. He can afford to be picky with which adventurers he chooses to purchase, because the
I appreciate that the AI preferentially targets glass cannons, and will minimally attempt to avoid interposing tank units to get to the glass cannon. However, once intercepted, no attempt will be made by the AI to navigate around the intercepting unit, even if the target is only one square away and can be attacked the same turn. Human opponents will do that, especially to take down troublesome mages and glass cannons. I'd like to recommend a two-part solution to this
Had a crash during the early game (Summer 159 A.C.) while exploring the map as Krax. 2 dump zips created at close intervals, so I included both. http://dl.dropbox.com/u/35106869/FallenEnchantress0_915-2012-05-27T11-28-32-843.zip http://dl.dropbox.com/u/35106869/FallenEnchantress0_915-2012