You can create a flaw that gives -10 points. I have also tried multiple spots in ElementalDefines.xml, to no avail. I used the flaws to make "more intense" versions with more points. This gives me what I want and doesn't feel like cheese.
thadianaphena
Hint: Notepad ++
This was made with Legendary Heroes Beta and should work with Fallen Enchantress. Are you tired of bad starts and re-rolling? 8 Mythic Buildings will help with that. There are 4 buildings, and 4 wonders (only 1 per faction). The buildings add: 1 Essence, 1 Grain, 1 Materials and .5 Crystals. They cost 250 to build. The wonders add: 2 Essence, 2 Grain, 2 Materials and 1 Crystal. They cost 500 to build. I might or might not release a second pack. <br
[quote who="Alstein" reply="25" id="3326903"] It used to be that running water was a luxury, or electricity. Eventually luxuries become utilities/necessities. That whole "poor people have it better than they used to argument" is one that I think is overdredged and needs to be retired. [/quote] The line works because few people attack it head on. I roll with Romneywords because Republicans hate having their phras
[quote quoting="post"] There's your tradeoff. Yeah, you're a lord. You're also right in the middle of a culture that is incredibly technologically primitive compared to our own. Or you can take your current situation, where you're hardly the master of your ship, the captain of your fate, a person like hundreds of millions of others armed with the same knowledge and goals: you're a minnow in the great ocean of life. But you've got fantastic medical services,
make 5 turns production then rush it. often, rushing with gold is your answer.
I never have 1000 gold during an invasion when I need to steal an enemy. Make the ability free and place a hard cap on how many units may be owned with it. When you steal an army with it, flag the army and hard cap the number of flagged units can be owned.
I agree. I only build ONE location, a fortress, with "Units trained in this city..." bonuses. I wish I could do something else, like move an existing unit into a conclave or city, and click a "Training" button that will "train" the unit, giving it any creation bonuses the city offers without removing the other ones. This would compel me to build the town and conclave improvements that give created units an ability by making the choice impact the q
[quote who="Mtrixis" reply="1" id="3334594"] Without commenting on the specifics, I'll say that I'm firmly in favor of less, more powerful traits. I have a personal distaste for really small incremental upgrades, I'd rather be making tough, interesting choices than taking upgrades that barely have any visible effect until you've gained 10 levels (and already have a huge stack of doom at that point, making your upgrades uninteresting for a long period of gameplay).[/quote
[quote quoting="post"] Outposts can be upgraded. The question is, are people actually using this and if so, does it make a difference to the outcome of the game? [/quote] I build outposts with towers because they let me connect resources. I consider this at the time I place the outpost itself. I don't build the one that gives food, however I changed my copy to give +2 instead of +1, which makes them better. I also tried making
Betrayers should perform a different function. I propose this: Broken Loyalties is almost good enough by itself. Make it free and limit the total number of stolen units you may have at a time. The unit would be tagged and a hard cap would be applied to the number of units tagged you may own. Maybe Kraxis (and every faction for that matter) can have its own perk tree. Kraxis perk tree would raise the cap, +1 armies, +2 armies, +4 armies. The
I have already made a few fun civ's with small things like "Empire with life mana" and "Kingdom with death mana", and switched live/dead lands graphics from kingdom to empire... I am also working on making an empire create different fallen land appearances or deserts as their territory expands. Just finished one of my 3 big essays, freeing up some time. Will update any progress I make, not looking for speed, just fun. I will surely credit ANYTHING i use from your mo
Perhaps the leveling formula should give quicker EXP and remove the second and third EXP perk, making the first one 20%. This way a mage with 20% and 45% will be "special". The exp perk should either be the first perk in a tree or the last. It could be the last if the leveling were quicker. This would mean a mage can pick its special exp perk right away and the last later. That would force a mage off the normal path to choose both, and it would require a commitment to g
I could be wrong but I think that Legendary Heroes is FE with LH built into it. Other than removing Influence (thank god) there are a lot of editions. 1. Every weapon I have picked up has a combat skill the wielding unit can use. 2. Champions now appear to you when you get enough Fame, likewise Baron's Letters now gives a bunch of Fame. 3. The number of items has increased, and there are more "ruins" types on the map. 4. The new map size helps a lot of the
If you don't mind, I might need to use some of your art pieces to design leaders. I think the best place for me to start is creating leaders with abilities that represent the FE equivalent of leaders. I have enjoyed FE for some time, and FFH for some time, and think it would be neat to do. I have become more competent in making abilities and units. My only real concern at this point is trying to keep away from Core Editing because I want to keep it newb friendly. To that end, I might make
This word has not been spoken much here, and I understand the reasons why nobody made an erebus mod. Derek already did that, forward not backward, who but Derek can rightfully make it, etc, etc, etc. That said, I would like to see a tribute of some kind: Even if a small mod like adding Acheron - or Baron Duin Halfmoon, or a Civ Pack or something. Hopefully I can wipe off some rust and make one myself if nobody else does. Proper tribute must be pai
Bigger maps let the AI play more peacefully in the beginning which allows them to fight more effectively later. Nothing is worse than seeing 2 civ's get stuck on 1-2 cities all game while 2 others steamroll the entire map. The only problem I have noticed is that champions and sov's level up pretty slow. However, upgrading "group size" instead of it being given is more fun. I can't imagine winning any kind of vict
I would like to see the weapon maneuver skills deal damage based on level additionally to their current, which would make them all useful. Also, effects are more useful than damage. I would rather lose my next turn to "risk" knocking a target prone or confusing them for 3 turns than "risk" dealing 2x damage. This is because I might roll "low damage" to get critical, making the status effect better. Impale is a case where this can be seen. The firs
same as with FE. here is the link, same on all fronts. https://forums.elementalgame.com/433136
[quote who="id_est" reply="14" id="3333706"] Quoting Frogboy, reply 10 Unfortunately, we can't really improve the AI unless people give *specific* examples of what they're talking about. If you're really good at strategy games, you'll probably need to turn up the difficulty level. But we can improve the AI greatly if people post specifics. There is a lot of *specific* examples, just search this forum for "AI" word. For e
When I started playing LH, I used the Anthys Map (which was an option, just like normal FE). The map plays nicely, however getting naval units back to land is kind of a pain. The resources are a little far away from one another which I understand is by design. With recent patches and LH upgrades and the overall absence of "hero huts" on the map, which were a resource in my opinion, there feels like less on the map even with every civilization on the map. The problem is
Placing an Uber-City should have the opportunity cost of NOT placing 2 "good but not uber" cities. I recently saw a game with a 5/3/2 and 3 spaces north AND south were a 4/1/1 and a 3/2/1. I chose the uber city because I prefer a style that uses less, but bigger cities, known in Civ5 as "Tall Empire". Also, the number of unusable tiles, and the desert tiles and the city distance limits... there is enough in store already to create a choice r
Stop trolling heavenfall, who has been more helpful to us confused parties than you with your lies. I remember when these offers came out, and Heavenfall is right. What I am confused on, and confused on ALONE is this: I already own FE. I preordered LH with discount. Steam lists me as having FE: LH. I will be patient on getting my Map Pack Key (I bought Map Pack immediately when it came out for FE).
any "upgraded" settlement (city/fortress/conclave) should be razed down "one level". only a settlement should be burned to the ground. This means a level 5 City would have to be "sacked" 5 times to be "razed". I also hate it when I am winning a war and an AI ragequits, and razes all of its own cities, especially when i tell it NEVER quit. I wouldn't mind if I could make it my subject and vassal it
Derek, with respect to your reasons why you like Yield Limits: 1. I want to make a decision based on choices, not limitations. If you want me to have a choice, force me to make that choice on factors such as up-front value versus later value (production and mana are great up front, but gold takes while to accumulate). If I see a spot with 4/4/3, let met have its fullest benefits. It is no fun seeing it and expecting to have it, then learning you can't have it.