I've noticed a number of things like that; unless it's changed since I last looked, the Barracks tech says it increases your army size, which it doesn't.
tentacled-godqueen
Presumably because they're in CoreArmor.xml Also if you ctrl+F for the item by its in game name and you're in the right file, that should show up anyway, since it's still got Archmage's Robe going on.
Considering HOMM6 is full of crash errors and spent six months virtually unplayable if you had Nvidia cards I'll take the simpler animations with lower system requirements and less places to go horribly wrong. Though on the animation note, I'd definitely appreciate if a few of the animations went a bit faster--the first couple rounds of combat if your guys have slow attack or walking animations can be really sort of tedious, and while on it's own it's over quick, it ca
I think it's improved on pretty much everything--although if you were strongly attached to piercing damage and encumbrance or faction prestige or having unrecruitable heroes permanently camped outside your cities you probably won't agree. The new systems are far from perfect (the skill trees really could use some more balance work) but they generally work better than what was in the game before. ("choose one of these five traits that all are utterly useless to your build!")</p
Except as Kael mentioned, the AI isn't actually being ignored by the monsters; the monsters are just making their moves as if the AI is in the positions it was at the start of the turn, rather than the end. It looks weird but I'd ASSUME the wildland monsters would then promptly be able to attack an AI player that ended their turn on their square on their next turn?
No maul is a different ability, it makes you attack again when you hit people; the one you're thinking of is berserk. But yeah you've probably got something that's making your hero berserk so if you remove it that should fix it.
[quote who="Saicafox" reply="6" id="3361798"] ah i see i never really understood what made them all that different. i had every town build everything just randomly lol. wow that makes a lot more sense. So with the new town penalty in LE how many towns should i have like limit. I am also always unsure of tech tree like really what to go for. I like 4x games like this but never really sunk the time into them cuz they are so big and overwhelming. any more tips or advice would be
I usually try to grab a minimum of 4/5 cities near my start location, focusing on settling the best tiles, but settling for less optimal tiles if it's close to my capital. After that I'll try to grab tiles that're really good (like, 3+ essence, near lots of resources, highish numbers and along river and forest, able to block a chokepoint into your territory, etc) but mostly ignore the less great tiles. I assume there's some point where the unrest penalty from a
I don't think there's anything wrong with autobattle and banshees; it's more that their ACTUAL strength is not remotely represented by their raw stats. So basically, Dark Wizard v2.0.
No I'm pretty sure that that's the chance of the Maul ability triggering when you attack. (So if you want Maul to trigger less often you could probably lower that, but I don't think raising it would make it more effective?) I know if you manage to look at the effects of a unit that's in the middle of mauling you'll see an effect called "maul debuff" but I'm not quite sure how you'd change that.
[quote who="Derek Paxton" reply="5" id="3361194"] Ascian is female, by special request of the artist that created her.[/quote] Oooo thanks for this ...yes I tend to value having female heros, even if they're demon cats (Especially if they're demon cats :P), I'm weird >.
Regarding the tweaks to faction colors, will there be any sort of setting for a colorblind mode (beyond just setting it to friend/enemy colors, which isn't something i usually like to do)?
The same can happen with Anna the wolf.
I posted a thread about this yesterday (after spending like 20 minutes trying to figure out what was up; I'd suspect new players who don't know what to look for in the XML files from playing base FE are going to be confused even longer >. I'd definitely support parrott's suggestion of renaming them and making them appear in the hiergamenon; it's maybe not optimal but I assume the game isn't setup right now to make two seperate items show up in the hierg
I think the thing that's bothering me with the AI is a lot of the time it appears weak--I don't really know whether it ACTUALLY is weak; i'm having little trouble beating it on challenging although I am using some save-scumming in there so that's an obvious factor throwing things in my favor. But like, when the AI uses beguile on an archer or webs an archer in the back rank with nobody nearby it tends to make it look like the AI is incompetant, regardless of whether it
[quote who="Chibiabos" reply="1" id="3360188"] I find it funny Ascian can wield Throwing Knives. Ummm ... no hands? [/quote] Maybe she spits them :P On a related note, I'm noticing both Huhrus and Ascian have armor proficiency available in their trees, despite it being completely useless to take them. IDK if it'd be possible to have the can't wear armor thing hide those traits or not but it'd probably help make the game look more polished at l
I'm assuming since the dev blogs have said he's not supposed to be able to equip armor, and other armor, including hats that look almost identical to the lucky skullcap have given a 'unfortunately you can't wear this' message when I picked them up, that this is probably not supposed to be the case. It also did not render on his model (not really surprising, I'm not sure how it'd fit XP), which further suggests it's probably not supposed to
Specifically with the binding trait (eg as resoln) it appears that the techs that unlock the various improvements to shard altars, etc don't unlock any buildings. (As far as I can tell they do actually unlock fine, at least as far as I've played I can build them and get eg crow demons fine.) Poking around in the data files it appears that this may be because the resoln versions of these buildings are seperate buildings with the extra summoning ability, which replace the basic