Is that going to be Legends? Or some patch coming out before it?
ofthedark
Thanks for the quick reply. Looks like that was it...I forget which one I had edited already but I removed it from both and it works!
Has anyone tried doing this? I found the tame spell in CoreSpells.xml and deleted the line on target type but it still only wants to hit beasts so I'm lost as to what it could be... BTW yes I realize this is blatent cheating and that Beastlord is pretty darn powerful as it is...but it's not like the computer is THAT hard to beat anyway and I think it'd just be really freaking cool to mind control a Shrill Lord [e digicons]:grin:[/e]
Sometimes. But it isn't as a result of webbing if that's what you mean. Generally it seems to be bad on the wildlands tactical maps. The enemy doesn't seem to matter but the map itself.
Hmm....haven't had that problem beyond what I've described... Thought I'd bump this as the 'Units can't move' problem is still happening to me with v1.1.
[quote who="Heavenfall" reply="948" id="3294322"]It works like the spell that adds fire attack to your sovereign. The bonus is added to all ranged and melee strikes, but it remains its own type of attack (arcane). Some more info about arcane attacks here http://stormworld.wikidot.com/mechanics[/quote ] Ha...figures I'd know if I had actually read the documentation...[e digicons]:S[/e]
Thanks for getting the mod ready for v1.1 so quick! I really like it and it's nice to still be able to use it day one of a new version! EDIT: Oh Yeah...question: On Angels the bonus to "Arcane Attack" they get from life shards...is that an attack bonus for physical attacks (Basically a non-elemental bonus) or a bonus to damage for spells?
[quote who="Mystikmind" reply="22" id="3293288"] Can't say i have ever seen this happen? I have seen a similar thing occur but it is related to graphical tile misalignment; IE the tile your pointer is pointing at, is not the same tile the game thinks your pointing at. My unit cannot move exactly as you describe until i point at a different tile than the tile i actually want or attack the unit directly. I suppose if the tile misalignment was severe enough, it could cause the problem y
It's kind of hard to reproduce since most Dragons seem to be off out in the wastes but I'm fairly sure I've had it happen twice...the 5 Essence thing was on a Fortress (I always try to have a 3 base Essence one to stack the production Enchantments on it as an 'Elite' kind of unit builder) so it couldn't have the Conclave upgrade... I'm not sure if it is the Dragon itself or the Lair it was camped on...All I remember was Dragon->
^ This. Yes maybe Archers are too slow in a general real world comparison but they do seem to function as intended (i.e. every Bow has a moderate-high Initiative penalty)
Just a few things I've noticed and wondered if anyone elses has experienced the same. Killing dragons: +1 Essence for every tile in about a 2 tile radius (may be off on that). Got a town up to 5(!) Essence this way (3 base. Killed dragon. Built Scrying Pool). This is more of a question: I've been experimenting with Betrayers a bit. Has anyone gotten crossover Mages to level up Life/Death magic out-of-faction? I mean I'm playing as
I will add in the "Try your own faction" too...I did this almost imediatly and have not looked back...but I am on for liking to customize my faction (like Alpha Centauri...love that game...). Also: IMHO essence is VERY important in building cities...say you see one tile next to another...one has +1 Material but the other +1 Essence. TAKE THE ESSENCE. You can then cast Enchanted Hammers (An Earth novice spell) to make up the +1 Materials difference BUT yo
Back to topic: Just thought I'd throw in that this happens to me too...My units will randomly not be able to move on the tactical map. I can still right-click to attack an enemy, they will move there (to some random adjacent tile) and attack, then generally be able to move correctly afterward. Not a huge deal but it nulls Bashm, Twin Strike, etc the first turn or so of the battle. In particular the swamp wildland (can't remember the exact name atm) tac bat
I agree with most of the other posts. I'll add one more though: Modding. As modable as FE is it is really in our own interests to support the game to keep it and as such and we can have discussions about actually important topics beyond "X is OP!!!!111!1!!1" and "You nerfed X I'm gonna quit and demand a refund!!!!11!11!"
I was looking at the resource modifiers but what I was really interested in (question 7) is changing resources of tiles within the map editor itself on individual tiles...I can't find a tool like that...is there one? Now that I've found the power that is the 'CoreXXX.xml' folder in CoreSpells.xml can I shut off the a.i. using individual spells? Namely Broken (in more ways than one [e digicons]:P[/e] ) Loyalties and Curgen's Volcano. Reading some oth
Thanks both of you. Don't know why I couldn't find the files...ran a search for everything '.xml'...they didn't show up...went to the folder and they were there...
Thanks for the quick reply. Very useful [e digicons]:grin:[/e] As far the 'map editor not working' I don't really know how to describe it much better...Say I select the tool to make water tiles...I pick where I want them to be and right click...nothing happens...the map does not change...this is the same for anything...elemental shards...rivers...forests...etc. I have been assuming that the problem is that I'm using huge maps and when I try t
So I've been having a blast with this game but have a few questions I haven't figured out on my own or found searching the forums. So if someone with this knowledge would enlighten me I would be most appreciative [e digicons]:thumbsup:[/e] General: 1. If I do not settle directly next to a river/woods I cannot build piers/logging camps even if I expand to them later. Is this working as intended or a bug that will (hopefully) get fixed?