Hellions created a Champion Bonanza mod with a quest-reward spider Champion that cannot equip anything but accessories. Also to note, it also cannot equip mounts. You can try downloading it and searching for the unit "Mhoorsh".
Cyreph
Been looking about to see if anybody done anything like a collection of items to add to the game. Could not seem to find anything significant. Anybody wants to plug their items mods here? Else, I might be trying to create some custom items to add to the game, but my modding skills are amateurish and hardly could be called skills. One quick question for more experienced modders. I noticed items in core folder are split into category. Is that required for modded items or c
Yeah, I noticed. I never imagined that the AI will be smart enough to notice a cheaper outpost builder. It just does not make sense that that outpost cost so much (30 pop), especially when LH pop growth seems so much slower than FE. Now I'm stuck between "taking advantage" of the AI weakness, or spending an exorbitant amount on outposts. Or I can just keep going for them Arcane Outposts, which I also feel is somewhat overpowered. =/ Anyway, here is my outpost builder
Hi guys, I am trying to create a pioneer variant that is only able to spawn outpost. Name I am working on now is Outlander. I took the entire pioneer code for 10 races from the CoreUnits file and pasted in into a new XML, added UnitTypes tag, and change the all non-file-name-related instances of Pioneer to Outlander (maintaining the TrainUnitIcon reference). I also change all the pop cost to "5" for Outlanders. Try as I might, I cannot make Outlanders appear in the training list
[quote who="Derek Paxton" reply="2" id="3246390"]let me know which ones are problematic. (ill check out the ignys bow and web sfx).[/quote] Haven't had a chance to play the game lately due to work, but I have a feeling it may be the entire group of spell effects. Even items or weapons that utilizes spell sound effects are quite loud at times. It is not so bad for more soothing or whistling sounds like Slow or Throwing Knives, but the Ignys Bow just sound like a bazooka on my
I'm not sure whether it is happening to anybody else, but the spell effects don't seem to be affected by FX volume reduction. Even when the swing of the sword is barely a whisper, Ignys Bow firing and spells like Web gets blasted at full volume. It seems to be a problem that have been persistent for quite a few versions.
I don't mind if the Blindness ends in 3-5 turns if I know for a fact that Darkling Warriors will just spam the spell after it ends (just like I have been noticing Shamans spamming Cursed). I think there should be a cap to the number of spells mobs can cast. Right now the only thing going for everlasting debuffs is that players cannot kite away the debuff and engage only after the debuff wear off. That aside, I have no problem with the way a lot of spells works, except for th
I agree the HP penalty on the two bloodlines makes it lot tougher for them, almost too much. I would also like to point out that the HP buff for Ironeers conversely makes them a bit imbalanced. With regards to the buff of the early mobs, I mentioned before Blindness on Darklings is too much (my early hero can't hit anything after that, it's like a 10% hit rate) and mites are plain irritating with their 7hp per mite and high dodge. I say make earlier mob hit
Umberdroths.... Umberdroths... Initiative and moves like a wolf, hits like a slag and usually have a couple more siblings? Just got my ass handed to me exploring the caves of the wildlands with a bunch of... caves. Think they were the final challenge before lifting the wildlands. So yeah, they're still around. Never seen them in the wild though, not even roaming.
Your capital is not always the first one you started with. Right now, I believe it is the first one is the one on the top of your cities bar (on the left). I lost my starting settlement in a skirmish with very close neighboring AI, my capital became the first settlement I had (which was conquered by the way) after the starting one. I regain control of my starting settlement one turn after I lost it, but it dropped to the bottom of the cities list and is no longer my capital.
There's a range on Double Strike, but it isn't melee. I used it with a bow for awhile. It isn't the entire map, but it is at least five or six squares in range. I don't find any difference in the damage, in fact, I seem to crit more often using Double Strike (i.e. more crits from Double Strike vs twice the normal attacks).
I know it's to make the early game combat a bit more challenging for the champions, and it fits the whole "dark" theme of the darkling race, but could we oh for the love of shards please remove Blindness from Darkling Warriors? I just went into a battle with two champions (because they don't solo now), and both of them got blinded and missed their first FIVE attacks (each) in a row. Give the Warriors haste, or enrage, double their attacks or their initiative for all I care, I
[quote who="parrottmath" reply="1" id="3238935"] This is exactly the problem I reported. The problem lies in having tooo many units in the fallen-enchantress folder in your documents. Basically if you delete a sovereign from the main screen the file is not deleted. If you clean this folder up, it should resolve the problem for you. But it makes it a little annoying if you have too many units there.[/quote] Hmm, I tried deleting the all units except for the two sovereig
I know there was already a post about this. But I can't see it on the first page, so I though I re-highlight the problem that seem to have made a even greater appearance with the new patch. With the patch 0.981, it seems like I see the headless sovereign on game creation quite often. I am pretty sure it has something to do with loading a save where sovereign is already wearing armor (suspecting headgear especially). Any time I had loaded a save game, when I start a new game in the same se
I agree with a lot of the balance changes. Cannot complain about the argument of champions vs amies when my champions as it is are having trouble getting out of town in the early game. Haste and slow made it still doable to solo with champions and now are rightfully nerfed (not going to argue whether the nerf is enough). Can we sort of scale down the movement of monsters? Seems like there are a lot of random monster movements, and its scary how early in the game I can get one of
I kind of like a mixture of both. I usually pair up fighter and mage champions together. The spells that win me the day are usually haste and slow. My sovereign managed to beat the Burning Lands at quite a moderate attack/defense because I hasted her, slowed Dellin, and cast sticky mud in the middle of the battlefield and proceeded to skirmish him to death. I kinda feel damage spells go from mana-inefficient and low damage to over-powered too fast. Also, if mages are meant to be viabl
I actually managed to clear an air-related one. Killed one of the biggies there (not the dragon). Strange thing was that because that was my first time, I never knew I would get a trophy, which I didn't at that time. The whole land became somewhat green (for kingdom player), it would still retain some of the crystals and decorative scenery though. I would guess Burning Lands will turn green with quite a bit of stones and rocks strewn all around. Clearing wastelands is so awe
Is it me or is Despair a bit overpowered? I am not sure what is going on, but got the quest to go fight a Dark Wizard, save a "Bill". Dungeon says Medium difficulty, should be doable. Went in, Dark Wizard cast Despair, two of my heroes failed resistance check and took EIGHTY DAMAGE EACH. Even if I pass it, that is 40 damage per unit every two turns. On a medium difficulty encounter? Won with a very leveled sovereign much later in the game, the encounter also rewards medium difficulty experien
I am pretty sure I killed every single mob in the Burning Lands. One thing that was odd to me was that the Fire Lord Boss (the one with a name) came out of the zone and almost raided one of my towns before I took him out. Could it be that because he died outside the Burning Lands, the zone is somehow not clearing? Also, he disappeared before combat, leaving only two fire elementals and a bunch of fire snake. Not sure was it because of some army size issue. I still get some trophy to p
https://forums.elementalgame.com/431983 Seems like a common problem after updating. Here's the fix that worked for me. =)
I downloaded the patch from the download section. When run it said I am on the most current version of the game. Tried the game and no market too.
[quote who="Derek Paxton" reply="1" id="3232984"]Fixed, thanks.[/quote]That was fast. So... I just reboot the game and start a new game?
I can build merchants, but not markets or the Bazaar after researching trading. The patch notes stated that Bazaar can only be built in towns, but my first settlement is already a town and still nadda. Not sure whether there's a level requirement, but the lack of markets is kind of pointing towards the possibility of a bug.
This is also irritating when I do trading between heroes. When my heroes stack up to trade, the movement drops to the lowest one. Ideal scenario under the current system for a mounted to pass something to a hero on foot is to not move the hero on foot first, ride up the mounted hero by 2 movements, stack up, trade, then break stack. But sometimes that doesn't happen and I lose one or two movement points just to trade (plus whatever time I lost having one hero run to the other). I
This bug nearly cost me a sweet settlement. I nearly built on a 3-grain, 3-material tile when I scrolled over the exact same time but with 3-essence as well, and it was only two tiles away.