Thanks for the work. If interested, I have a vanilla game where a CPU hero is idle near one of my watchtower since 30+ turns. I don't know why he don't budge. I teleported him with CTRL+T then and he resumed activities.
Nibelung44
I would tend to confirm it is too good. +0.5 per level would be quite enough IMHO.
So you played through the game without any crash? Or did you had crash, but the autosave saved your day? Have you checked the log when you crashed?
thanks. Always appreciated how helpful you are HF.
Hi, Is it possible to change a unit into another upon reaching a certain level. I'm thinking of the young elemental from Resoln, they could upon reaching a given level change to the (not so young) elemental. Is it possible? Also is it possible to add a new ability at a certain level? For example a poison spit at level 10 for a spider, whatever... ?? thanks
Except they only debug vanilla saves. Who is really using pure vanilla these days? I had this modded game where it showed in a reproducible way that a settler was not used up when forming a city. I got no answer nor feedback on it. It was a modded game but I provided my mod directory in a zip. I believe they don't have the resources to check the forum in depth and fix all bugs, sadly. I remember also a few others bugs or remarks from Heavenfall and the
totally reproducible. Attack 2 times any city, you'll see.
It has been reported in previous versions but sadly the bug has not been looked upon: if a city is attacked several time in a turn, then starting with 2nd attack, the garrison is not raised.
This won't help, I do have autosave every turn too, but the crash are reproducible.
Sorry, I have 8 gigs, I mis-remembered and typed 4 gigs. It indeed makes sense, given the low cost of RAM these days. I'll chalk out this game, because there are mods used and I believe the devs won't look at it because of that, even if the mods I use seem pretty mundane. Plus they are on vacation if I get it right. Basically, I believe I'm on my own and I should not expect anything anytime soon relatively to FE stability in large games.
I was waiting for FE to comes out, and when it came, I was extremely rejoiced! I did a few test games with the vanilla version, but did not go that far. Then I switched to Stormworld, using 12x8 maps (yes, that's big). 4 times in a row, my games ended up crashing (around turn 200). I was told (with some good reasons) by Heavenfall that memory usage was just too big. So I scaled down to 8x6 games, with 8 factions. Tried that twice. Again,
thanks! So bad for the later, but I'll do without.
[quote who="Gaunathor" reply="10" id="3300027"] Quoting Nibelung44, reply 9Related question, I don't remember how to lift the limit on 1 summon per spell per caster? If I am not mistaken, you need to set in each of the spells 0 to 1. [/quote] seems simple. Now a bit more difficult, how to limit that to a particular condition or number (i.e as many fire elementals as you have fi
How to do that? Also, I would like to have units perks with a fixed cost and a variable cost of the unit, for example 'Tough' would cost 6 points + 5% of unit cost. Is it at least possible?
Good ones thadianaphena. As per the OP, Ctrl N regen the map.
Related question, I don't remember how to lift the limit on 1 summon per spell per caster?
Anybody knows of an utility that would allow to reinject back to the XML our changes? A bit like a Wincompare utility, but with more automation or mass ease of use?
So the obvious follow up question is, what in your mind would de-OP them significantly? I was considering switching ON the champion XP reduction? I want to play with henchmen, but without the feel I'm using an OP feature.
You know what is fun about this discussion? Derek Paxton aka Kael when he did his FFH supermod for Civ4 did both mechanisms we are talking about. Now, perhaps they were not fine tuned correctly, but they did exist. The Armaggedon counter when it reached 90 or more unleashed really bad things upon the world. This was in essence a mega event to challenge your late game. The Demonic faction too was also a kind of mega event. I think this was the right direction to maintain interest, even
Hi, I would like to mod the 1/4 move cost of roads... At the very least, change it for something less, and optimally, having the benefit upgrade with new techs. Also, I'm not very clear on the InternalName = "TradeRouteTreaty" ... What is specifying in the record that this create a road? Or this is hardcoded and detected in the code that this specific treaty creates a road?
Has anyone managed to complete a game on a XL or XXL map? I mean passing turn 200+ ?
I was on turn 201 with 1550 units over the map according to the error log. By restarting with only cloth map ON, I was able to play 3 more turns and then a freeze again, so this seems related to memory.
Sadly I have to report that my 4th game ended abruptly with a FE repeatable freeze. Turn 201, large map, 8 factions. I was never able to finish a SW-modded Fallen Enchantress. I play on large maps, Windows 7 - 64bits with 8 gigs of RAM but it seems that large map and SW are not compatible. Has anybody managed to finish a large game? If the mod is viable only on medium maps, then I don't know what to think.
I have an outpost within my city limit, I have fully upgraded it, and the detail picture show the little buildings, but I can still re-upgrade it fully. And I get zero advantage from it? So is it a known bug? Should I rebuild one outside the city limit to have it work? Or is it supposed to work like that, once an outpost is within a city, all benefits are lost? But then, why allow me to rebuild them?