I'm not too sure Drusus. I often play boardgames and usually I do that. If I'm the strongest, I go against the second (the strongest behind me). If I'm not, I try to kill and absorb the weakest, to be stronger.
Nibelung44
I join the choir here. I still want to create eventually large empires with many cities, but right now pioneer are just too cheap, or there is not enough drawback in founding cities. Now the problem is that outpost also require the same unit. I would propose leave the price as is for pioneer, but have villages cost 5 gilder a turn perhaps, to slow down too fast spamming. Thanks for the update notes. I like that monsters don't salt the land, still it means th
I believe the fundamental is original and fun, i.e you can have them escort champions (henchmen!) and they don't eat on the champion XP. Problem is that currently they are just too OP because they can do everything and do it well. You don't want them to be the alpha and omega, they must fill a role (provide some abilities to an army) but regular units should still keep a role (tougher and strike harder when undamaged) whereas the henchmen can provide a few
Thanks Heavenfall, I'll test your file. You can't always get rid of random names by the way: if you create custom factions, their empire will draw upon the RNG.
Let's keep our fingers crossed that DLCs will propose weird races.
Hey, It is very hard to understand why armies are still allowed to stack abilities and spells effects. I have quite some respect for Kael and Brad, so does it means they are happy with how things works? I have trouble accepting that honestly. Can one of them step in and say this is either how they believe things should be, or will they look at that rapidly and amend the situation? What I'm talking about, some can say? For example Tireless marc
Can we use Min(x,y) or Max(x,y) in results? Say I want a spell to do 2 damages per shard, with a max of 10 damages? That would be awesome to balance things so they don't go overboard.
I'm in a large game, turn 200, ridiculous AI and I believe the AI is significantly better now. It still like to put a stack on idle a few turns, or don't try to concentrate enough but there is much more 'brain power' behind its moves I believe. So, good job Brad!! :) Any possibility to enliven the game with pro-active diplomacy and dialog? I like when the AI chit-chat in Gal Civ, saying 'you believe I don't see you massing at my borders' or mes
[quote who="sweatyboatman" reply="6" id="3304945"]Horses increase weight capacity which means your units can wear lots of heavy Armor without losing initiative. Archers don't do much against armored Knights.[/quote] In FE or historically? The French nobility at Agincourt would disagree, for the latter ;)
I actually thought about this solution, but that's too much mess, because you would then eat on the summon limit that is calculated for each shrine. Actually you would have to duplicate the Grave Elemental as a separate entity and have this entity the one summoned from the Young One, so that the 'standard' Grave Elemental limit is not altered.
Many cities are named after real words or personal name ( whatever is your native language). Waterford, Newport, Port Arthur, Koenigberg, St Peterburg etc. And anyway, I don't get what can be enjoyable in seeing names like Riinaaritunargh in Fallen Enchantress, sorry. Give me names like Gorgoroth, Mordenkainen, Theleb Kaarna, etc. Something with flavor (but original, as you see I used references from books and stories).
Does a command exists that would force the game to reload the XML data from the actual XML files, and not use anymore the ones as defined when a game was launched? I find this behavior (that was also present in Civ4 for some data, but not all) quite annoying when we tweak mod. Once a game is launched, you can't have an error fixed easily (unless you restart a game).
As per the title. I think this is a big failure as it is. Has someone tried to have it produce names made of actual English words instead of these awful 'iirnaaathilloopthagurh'?
Yes failed directX call, when threads step on each other might happen, but they are not reproduced when you launch the game again, so that's ok. Thanks for your AAR, he gave me hope that I can finish a large game. Did you play with dense monsters (I don't mean they are dumber than usual ;) )
The "AI is stuck with its pathing" happened with latest Frogboy exe?
Bows should have some piercing armors capacities. Otherwise, even against leather, they do crap (I'm obviously speaking of units with bows, not magical bows for your heroes) How by the way a magical bow for your units ;)
Thanks a lot, I dropped this modification (size of groups changed) for now anyway. I feared it might be dangerous. Do you have feedback on the potential harm of having: a) too many defenders per city b ) world achievements switched to faction achievements c) too many essence per city (I'm only adding +1 potential) d) population that produces 1/20 production point per head e) merchant that gives a 2% realm wide bonus
Hi, I was quite dispirited to see that any single one of my large game, always crashed (reproducible, reloading did not do anything) around turn 150+, so roughly just past first half of the game I would say, pacing wise. I hinted on the forum that FE was thus not stable. Then I read the AAR with Centaurs, where the OP accounted for a quite epic game, without any reproducible crash. So I asked myself, is this my 'mod' of the game doing that? To be sure, I forced
Not sure I get your explanation HF, we got that too CityDefenseSummon SummonUnitByClass 2 +2 City Archer Party's CityArcher_Party In some others buildings, are you saying that only 1 of the 2 requested arche
Why some city hubs have duplicated entries, is it a trick or a leftover?: CityDefenseSummon SummonUnitByClass 1 +1 City Archer Party CityArcher_Party CityDefenseSummon <br
OOOOHHHHH ... I was fooled. I spoke of advanced screenshots as proof he played a long time, but then, look at the screenshots of the FE official page https://www.elementalgame.com/fallen-enchantress they are the ones the reviewer used! Shame on him :(
The solutions are either to give only flat amounts, to any item, except legendary ones, or to allow a scaling bonus with a max, like +5, +7, whatever floats your boat. That's just too easy also to say that nerfing is never the solution. Developers are not gods and they can overlook things. That's also why patchs exist.
Look in CoreItems.xml to entry 1 , e.g check Procipinee crown
I don't think it is fair to say the reviewer is using cliché and have not tested the game in depth. Look at his screenshots, some show quite advanced games, with companies and high end units, sprawling empires.
I would like to mod that each level up gives +0.5 attack, where I can change that? I only found in elementaldefs this section, but this is not clear how I can change it as I want: