abob101

abob101

Joined Member # 4285510
83 Posts 1,017 Replies 24,444 Reputation

Hi all, Could probably test this one, but hoping someone can just answer and save me the trouble because it will take a bit to simulate ;-) OK so if I have an improvement that provides a faction bonus (say extra production or guilder, anything really)... and the improvement is restricted to say a particular faction trait.... what happens if I create this improvement in a city... then another faction (which doesn't have the prerequisite trait) conquers&n

2 Replies 1,621 Views

Well each to their own opinion, personally i'm quite ok with the way essence works. I don't use Ctrl-N at all... just take the start that i'm given. Sometimes you might start on a crappy spot.... but then if you send out a few scouts there might be a couple of great locations not far off where you can settle 2nd and 3rd cities. Makes the explore part interesting me thinks.... sneaking a few scouts/pioneers past the ogre lair to that nice 4/3/2 loca

10 Replies 15,585 Views

OK cool thanks i've done a bit more testing and as suggested it works quite ok to give extra units such as Unit_Peasant_Generic as a StartingUnitType... and if they are designable you can then edit the default one and save as something else to create new units. Just limited to the one "Other" type, which is a bit of a shame but not a major drama. King_Felix - that " TrainSlaves " ability doesn't do anything other than add the flav

5 Replies 4,079 Views

Hi All, OK so I want to remove the ability to train slaves from the Quendar blood trait and add it instead to the Slave Lord faction trait.... making it a faction trait rather than a blood trait. The idea being to allow custom factions (of any race) to select SlaveLord faction trait and then be able to train slave units. Had partial success, few problems... hoping someone experienced in this area might be able to offer some insight (because in a nutshell I don't t

5 Replies 4,079 Views

I tried adding in to CoreAIDefs.xml but it didn't seem to work, bummer :-(

2 Replies 1,725 Views

If you're asking how to go back and make some changes to a custom faction that you created, unfortunately you can't do it via the faction creator utility. You can however edit them manually if you're keen, just go find the xml file in the Race folder under your My Games/Fallen Enchantress folder... you can change stuff (traits etc) by just editing the file in notepad.

4 Replies 13,526 Views

Hi all, Just noticed there is an tag against each faction in the CoreRaceConfig.xml file, the Kingdom factions are all "Good" and the Empire faction are all "Evil". Interesting thing is that as far as I can tell, any custom made factions all end up being "Neutral" regardless of whether they are Kingdom or Empire. Anyone know what game effect (if any) the Alignment tag has? Thanks.

2 Replies 1,725 Views

That's excellent feedback also, good stuff. Would have been nice to allocate a flat bonus in some situations... eg. I have a "Cult of the Serpent" faction trait and would liked it to give all units a small dodge bonus, so that basic unarmed spearmen/archers have a dodge say of 5 or 10. A small percentage bonus just means it won't work on the el cheapo guys which is kinda what I was after in this case. I guess I can accomplish something similar by c

5 Replies 4,009 Views

Okaaay... pass on the workaround! [e digicons]:O[/e] Bit of shame, would have been nice to have been able to give basic line troopers a +5 or +10 base dodge bonus via faction trait.... not to worry. Thanks for the prompt feedback. [e digicons]:thumbsup:[/e]

5 Replies 4,009 Views

Hi all, Yes terrible thread title I know, wasn't sure what to put because it's kinda a 2 part question. OK so the "Lucky" faction trait has this which provides +25% dodge: [code="xml"] Player AbilityBonus A_UnitStat_Dodge 25 &nbs

5 Replies 4,009 Views

Pretty sure staff and daggers have zero weight. Some weapons have weight... warhammer is 15 for example. That would be ok because it would allow the guy with this weakness to use light weapons. Main problem I see with this is that once they get a horse or other mount they can get around the weight restriction, so it's not ideal.

12 Replies 15,914 Views

Not sure hadn't got that far, and not sure how it would work out... would probably try and create some additional traits and/or items that would balance it out to help the guy with no armor survive. So maybe create the "cloak of shadows" as an item that gives +20/+30 or something dodge, or some similar traits that give bonuses to dodge/defense/initiative.

12 Replies 15,914 Views

Yea I'd like to add a new Weakness (talent) for custom Sovs called "No Armor". The effect of the weakness that i'd like, is that the Sov can't wear any Armor (say beyond leather - similar to the faction weakness but it would apply to the Sov instead). So if the Sov finds that helmet that looks like a bucket that you can hardly see out of (can't remember what it's called), or a "Rusty Shield"... then he can't use (equip) it. What

12 Replies 15,914 Views

Hi all, OK this is a bit lazy I could probably figure it out by doing a bunch of testing, but can someone confirm for me... with the used in (and probably used in other files)... does a higher number equate to more or less likely to be selected. I'm guessing high = more likely? And does 20 equate to twice as likely to be selected as a 10 ? Thanks.

1 Replies 1,409 Views

Yeah pretty good ideas Diplomacy could use a bit of work. >> I would add that I'd like to see playing in teams. What do you mean by this... you can already play in teams from the customize opponents screen...?

5 Replies 5,895 Views

here was the reasoning: https://forums.elementalgame.com/422486/get;3132592 this happened a while back, as you'll see Shame, that's a pretty poor reason. not too worry i don't use the out of the box Sov's anyway personally... was just curious. Thanks for the response all. Edit... Actually just thought

7 Replies 16,965 Views

Hi all, Never played the beta but my understanding is that Capitar (Carrodus) and Umber (Kul-Al-Kan) Sovereigns existed there an were dropped just prior to release. Just curious if anyone can tell me why they haven't been included? Thanks.

7 Replies 16,965 Views

Ah right I see, it's the AI traits / AI personality traits like "Expansionist", "Greedy", "Paranoid" etc under Leader Details in the Foreign Relations section that are (semi) randomized. I get it. I thought it was referring to the talents that a sovereign has (which would have been weird if they were randomized). Cool, thanks.

5 Replies 4,732 Views

Hi all, Just wondering if anyone knows what this means exactly. In the 1.02 change log under AI: "Player created sovereigns get random traits based on their race when played by the AI" I don't see what this is doing, anyone have any ideas? Thanks.

5 Replies 4,732 Views