[quote who="Wizaerd" reply="110" id="3467974"] Quoting Winterbraid, reply 108 I don't mind if a game has bugs, but if the bugs literally stop you from playing the game, well fuck that. I don;t see anyone else with this issue whatsoever...[/quote] Search the forum for the word "freeze" and you'll see a few, admittedly a very small number but nonzero. I've since found that saving before ending turn and retrying will even
Winterbraid
What I like least about FE:LH is that I spent $40+ on it and I'm playing Fallen Enchantress: That Game I Bought A Long Time Ago, instead. I figured the game would pretty stable, since I only bought it this past weekend. I mean, there are 5 DLCs and it's version 1.6! So, I walked across town to the local Gamestop to buy the game, walked all the way home to download it, and played for all of ... (checks steam) five hours, and now I'm ready to write it
Bump. when is 1.7?
Bump, seconded.
are cheats on by default? because I'm getting freezes right out of the box.
If you found a village in conquered wildlands, you can't cast cloud walk targeting that territory. To express the bug: 1. Learn Air 4 (cloud walk) 2. Conquer some wildlands. 3. Bring in your pioneer and found a village. 4. Cast cloud walk and target any square that used to part of the wildlands. It will deny you with the text "cannot target a tile occupied by an enemy." Note 0: I've only noticed this in the
An empire faction with the enchanters trait builds a scrying pool, but the model file is the empire's sage. The problem is (bolded): EmpireStyle &nbs
[quote quoting="post"] Evoker I/II/III are collapsed into one icon on the unit detail screen, and only show the tooltip for Evoker III. This makes it particularly hard to calculate total spell damage; I think they stack, but I don't remember the bonus from I and II . While we are here, why do I have to calculate it at all? Spell damage multiplier should be listed among the stats on the right, next to spell resist and mastery. R
This post was a delight. I'm not sure why, but imagining the king just swannin' off really gave me a chuckle. "Come back here your highness, I want to give you an army!"
I've had this happen a few times, but I don't know how to replicate it.
It's very noticeable when fighting Wildland "Bosses."
I had the same problem I think. Manual end turn and then the little hourglass keeps coming back. You can rush production but the queues don't update. Your units are unable to move. Only happened to me once, dunno how to replicate it.
Oh good, so it's not just me. <a class="smarterwiki-popup-bubble-link" title="Search DuckDuckGo" href="http://duckduckgo.com
Never got the pioneer from this quest, fighting or buying.
I just loaded one of my games in progress and cast "curse city." The only places it shows up are: 1. In the list of unrest factors (curse city adds 30 unrest). (click on victim's town and hit 'd' for details page. look at "unrest") 2. In your own active enchantment list. no screenshots because I'm lazy. cheers.
I've had this happen too.
I always disband them to boost population of my towns. It seems to me that human mercenaries have wages and monsters/animals don't. p.s. monsters and animals still boost population when disbanded. p.p.s. disband near the town that needs the people. They go to the closest one.
Turning off "auto select next unit" is broken. To express the bug: 1. In options menu, turn off "auto select next unit." 2. Play a game until you have two units roaming the map. 3. Exhaust one of them and end the turn while he is still selected. Your camera and selection is dragged over to the other guy. Every two seconds I trip over this. I spend as many moves walking backwards as I do walking forwards. [e d
Oh, I know where the default files are, I'm just tripping myself up, I think, by comparing FE modding to SOASE:R modding. That was the last game I did a lot of modding in, and the only other stardock title. This one seems to have a different mod structure. [quote who="seanw3" reply="32" id="3258095"]I have mine on the desktop and all my files are being generated there. Never seem one go to the game folder.[/quote] If I understand you right, yo
[quote]When you export your creations, it'll place it in the root of the Fallen Enchantress directory (program files(x86)\stardock\fallen enchantress).[/quote] I don't have this directory, possibly because I bought via steam. I'm not actually using the excel tool, I'm just curious as to the mod structure. I would be using notepad++ to effect any changes. So, where are modified files placed in order to be used?
I was stuck at 3 yesterday...
[quote who="Kamamura_CZ" reply="6" id="3257142"]Those lead-iridium leg plates do not seem exactly light... good that he discarded all chest armor including the T-shirt to compensate, very practical battle gear, it makes you unable to charge or flee, yet you still remain extremely vulnerable in all critical body parts like chest, stomach, neck, arms and head, lol. Okay, I forgot, he has bracers. He can just deflect all the attacks with forearms.[/quote] wonder
[quote]Scenario 1: If you are overwriting existing weapons or units: Replace the existing file in the data\english directory with your new one.[/quote] Should we backup the default game files first?
Update: it's starting to update now.