[quote who="Frogboy" reply="30" id="3261539"]Without responding to the particulars...why would new players be increasing the difficulty to challenging? The game defaults to Easy. There's two levels below easy. And above challenging, all bets are off. If I could play scary sounds to distract you to help the AI, I would. [/quote] Are you intentionally disregarding the fact that Challenging appears to be cheating on multiple fronts? Despite the fact
Alent
I figure you're probably already aware of these Sean but thought I'd mention it just incase. Was tinkering with the mod today just for laughs and noticed a few ultimate spells so busted out the cheat client to give a couple a whirl. Ran into a couple issues. Diluvium - causes some pretty serious client chugging when cast, talk about drowning everything in the remote vicinity though yeesh ._. Units whose tiles have been turned to water (AI) just end up standing on water
[quote who="BlackRainZ" reply="3" id="3261687"]That is true, but if you get blocked by some monster or something, just attack it, if you die you respawn at your town (if sovereign or champion)[/quote] Assuming you're not blocked by AI territory since they possess the omnipotence to sense your presence in their lands immediately and expel you. I suppose that could push the player into having to choose between war, and the subsequent dogpile courtesy of warmongering AI logic
[quote who="Frogboy" reply="22" id="3261277"]Swampland shouldn't be settleable. Sometimes, the issue can be as simple as the AI pressing its equivalent of the "Settle" button and the game just letting it work. It should, like it would in the main UI, stop them from doing that. I'll report that to the team. I had to do a lot of work with the outpost stuff because the game would let the AI put outposts down anywhere (for a human, the button would be dis
[quote who="Brainjuggler" reply="299" id="3261099"]Any chance you could mirror the files somewhere else? Mediafire isn't cooperating... [/quote] Not ideal but incase you're biting your nails waiting to try it out - https://www.dropbox.com/s/4qy2aalp9ra73ho/Masters%20Affliction%20%5B1.0.003%5D.r
Is Destroy Land a new addition? I don't remember seeing that in-game so far and I've Mastered the Earth tree on a couple playthroughs.
[quote who="seanw3" reply="273" id="3260344"] Quoting crimsongekko, reply 271is is intended that "Mod explanations" opens up "Weapon Balance" ? Fixed, thanks. Check it again. I have been writing some game concepts there.[/quote] Oh much better. The Paths page is blank for some reason until you scroll down, looks like you chopped out an old chart and left the white space. Will all the Skills listed in Paths have an explanation at some point as to what t
[quote who="Kongdej" reply="5" id="3260329"]should put little pixel movies in as easter eggs Sincerely ~ Kongdej[/quote] Honestly it would probably have added a little something to the game that feels missing for me at least. FE is a lot of fun but it can feel pretty detached from the player at times. You get all perked up with that initial, and very cool, scene when the Capital city flag is placed then things kinda just drop off - you're left entirely to
[quote who="ErikCurre" reply="261" id="3260062"]So I'm torn. Now that FE is officially released, I'm really excited to try some mods. And naturally, the first two that spring to mind are Stormworld and Master's Affliction. Both seem to take the game in different directions, and both those directions look great to me. I'm leaning towards Stormworld because the reliquary items look very interesting. But the rebalancing and path specializations offer
Haven't really noticed that either way in my games but it's possible that player's faction has the Stealth trait? Not sure if that would affect cities though.
Oh just saw someone mention this in another thread, looks neat.
Are the new rivers rare occurrences Heaven? Fixed the crashing issue with that missing file but I'm noticing with all the new games I'm starting (trying to get a decent starter city location on random maps can be tricky!) I'm only seeing normal rivers so far. Mod is definitely installed (C:\Users\x\Documents\My Games\FallenEnchantress\Mods\Stormworld_Rivermod) with that extra file in the Data/English main directory.
[quote who="Heavenfall" reply="412" id="3258875"]Make sure you read the install instructions for rivermod, or that crash will happen.[/quote] Oh wow, I just became "that guy" who doesn't know how read. Sorry, lack of sleep from playing FE I guess hahah. Much appreciated sir. Great work btw - loving the Angels although I had to give them glowing white eyes to satisfy my own nagging [e digicons]\o/[/e]
[quote who="parrottmath" reply="1" id="3258809"] I say be more careful. But there is a debug.err file in your documents\my games\fallenenchatress folder. This gives you some info, but it might not help you. But it helps out the tech guys at stardock though.[/quote] Huh good to know, took a look and it's got quite a few errors from SW though those seem to be there from the default installation. I did some more testing and it turns out the issue I was experiencing is
[quote who="zhukodim" reply="410" id="3258747"]Hm, when starting random map game crush. Mod works on random maps?[/quote] Also experiencing this. Managed to start a Random Large map with Skeleton King (eh =/) but when I try play Angels the game crashes without fail every time I try creating a new Random map. Gave up after the tenth reload and loaded up the default Large map that comes with the game. Update: Seems to be a p
Ok so I was tinkering around with another mod and edited a few of the XMLs. Game was launching fine between edits so I assumed all was good but whenever I actually go to start a match the game crashes on the loading bar. Is there a way to debug crashes to see where the issue is or do I just need to start from scratch here and be more careful?
[quote who="Leo in WI" reply="7" id="3257793"] Quoting Alente, reply 5Random extra question. I see you can delete custom characters but is it possible to delete custom kingdoms? I've been tinkering around a bit and have a few more than I'd like now. Isn't really a big deal but I'm guessing they can be deleted somehow or another. Should be able to hunt that down somewhere in your "\users\User_name\my documents\my games\fallen enchantress" folder. It's on a r
[quote who="Tuidjy" reply="3" id="3257783"] Quoting Droghar, reply 11) Yes - click on govern on the bottom right of screen, then enchantments tab, and you can remove enchantments there. It's not possible from the individual city interface. Actually, on the city detail screen, in the upper left hand corner, there are icons for the enchantments. On top of each icon is an 'x'. If you click it, the enchantment can be dispelled. Much easier than huntin
[quote who="Droghar" reply="1" id="3257780"] 1) Yes - click on govern on the bottom right of screen, then enchantments tab, and you can remove enchantments there. It's not possible from the individual city interface. 2) Sorry can't help with this one. 3) Intentional, have to be next to your city, not just your sphere of influence. Your expectations are probably a bit high, I consider a 7 total (grain+mat+essence) reasonable, 8 is good. 9 is very rare. For th
Hey folks, trying out FE and it seems pretty fun right now though I've already abandoned the campaign. Pacing felt really off but maybe that's just me! Who knows. Anywho! Couple quick questions. 1) Is it possible to override enchantments on a city you own? I noticed I've got some semi-decent ones at the start of the game from my magic specialization choices but looking at further down the Spellbook there are some deeper in the magic tree I'd rath