I have been failing this one since .951 however, i learned you can create a weakness with no effect that gives say 5 points, or 3 points. if you KNOW the ability you want to give, you can just add it manually in the xml for that civ. if you just want POINTS and nothing else, you might have to rely on creating a weakness or trait that costs -5 points (which will give 5 points when chosen).
thadianaphena
ahh, i thought of this as an expansion, as in "BTS" or "G+K", now I see that it is more like WoM and FE...? Ah well, I am still a little confused about it, I am used to expansions "adding on" rather than "standing alone". Still a bit confused about it, I will have to wait and see; so far, nice job! One of my re-roll reasons is now gone (start next to really bad champion)
I bought this during beta .952 (late jumper, i know). I bought the game from Stardock, and the DLC map pack. I read something about the new expansion requiring a steam key, and owners of that expansion getting the DLC Map Pack for free. I am bothered by this, because at the time the Map Pack was released, it was NOT announced that it would be a "freebie" with the expansion. I would like to know where/how to get a steam key so when the expansion be
yeah thats how it gets so far ahead!
Result &
i like selling wargs off for crystal or tech.
ctl+j - finish all units in selected city. ctrl + b - finish all buildings in selected city. ctrl + u - reveal entire map. ctrl + c - create an exact clone of unit (or army leader if in a stack.) ctrl + t - teleport selected army to location of cursor. ctrl + k - kill selected army. To select a city, choose the city but exit the buildings menu. To select a unit, just click the stack. If you want a specific unit in the stack,
I like to take one champ as my fire-mage, another as my archer, and build henchmen to get Path of the Governor. All they have to do is kill enough monsters to hit level 4. this can also be achieved in war.
One workaround i used was creating new sov/faction flaws. You can have a flaw that doesn't actually "do anything" but give you 15 points (enough to buy level 3 in each spell school) if you WANT to, but I learned that i can add new flaws. Some flaws if intensified, such as magic resistance penalty 50% is worth 2 point, right? what about 20% unrest, 2 fair points? what about a Sovereign flaw that adds a maintenance cost per level?</p
hmmm, i wonder if similar can be done for that Broken Loyalties spell or whatever that steals units...
Banned for being a Jakovasaur .
[quote] Champion_History Academic <
I used to feel your pain, but i solved my own problem with it, maybe this will work for you as well. Go to your C:\Users\Username\Documents\My Games\FallenEnchantress\Mods directory and create a text file using notepad, and copy paste this into it. Then, save as " CoreBuildings.xml " This is a "modlet" that adds one building for food, one for materials, one for essence. These buildings are nice and cheap, inspired by t
The one problem of course, with a TSL Athys map - is that some civ's start in awfully crappy spots. Tarth has neighbor to the north and south, no expansion room, and mountains on the west., for example.
It would contribute extra gold from economic/trade pacts but the AI knows up front how much money you "could" make from it, and demands the entire amount up front, so in other words - signing one of these pacts helps the AI and not you. However, the AI all sign these with one another when not at war anyway, so not doing it can cause a fall behind. Tech treaties are the same situation - the AI knows how much "gold worth of tech" you will get, and wants the entire payment
I disagree with SOLSOLSOL. There are just some areas where i want stability over randomness, and when it comes to developing my heroes, i should not have to rely on randomness. When building a city, i do get to control what building and troops i make, right? I don't just set my archer and it comes out with random stats? With heroes, this is an area of the game i want little to no randomness. I hate it when i finally get a level up
diplo was better before 1.0, in .094 you could sell influence for 20 gold each, and sell early metal/cystals at a premium. Now once the AI gets 10 crystals/metals, they don't care for making bulk orders anymore. Once they changed that, the only reason i continue to conduct diplomacy is to trade horses/wargs/metal for tech until they lose value. Tech, Trade and Economic treaties are ok but the AI seems to want your entire profit from the
[quote who="Rhaegor" reply="2" id="3293004"]Ugh, they need to let you inspect at the time of upgrade. You should be able to minimize, review your empire, and then make a decision.[/quote] Ive asked for this, as well as a button to the ledger screen. I hate having to name my cities: City 1 City 2 City 3 Conclave 1 Conclave 2 Fortress 1 It makes my maps ugly.
quender blooded slavers can use these elementals to nab up the sacrifices. And no there is no such limit. In my current game i have 6 temples built, and every 5-8 turns i get more and more units, i am running out of space to put them! I will probably redo my custom faction to move this over to a quendar.
maybe the dragon lair thing gives an essence?
I think that XP and +initiative should be stackable. Otherwise, i will have to learn every hard cap in the game, and meticulously micromanage everything to make sure im not "above the cap". That is never fun, and only leaves me irritated at the power i "could have" if it weren't somehow shut down.
If you have enchanters, then anything with 2+ essence is a great fortress to train units in. If not, you want a 3 essence fortress if you can get one. 4+ grain should always be a town - and a conclave can be any irrelevant city with at least 1 mana (so you can cast meditation). Enchanters is very very nice, and it can turn a piece of crap starting point into something nice. So when you have to choose between "2 average cities" and "one
Maybe we should hard cap movement bonuses so that if you cast tireless march on a unit with the horse and those longstrider boots, it doesn't get all the extra movement. I mean, it makes leather boots better by making longstrider boots less good.
I do not agree. If i have 2 guys with Shieldwall, I want it to stack. However i am annoyed with 2x-3x shrinking. Otherwise, i would have to go out of my way in designing armies to make sure i didn't accidentally put the same aura effect 2x in one army, that level of micromanagement is unfun. Yes, it is powerful, so is Flame Dart with 5 fire shards - does that mean we should remove the per-shard bonuses and just have a higher base rate da
are you insane, path of the mage is insane with a fire 3 warlock - or a death 2/water 2 warlock. Otherwise i play "One champ stamp" and go path of the assassin to max crit/dodge. I also like to get Path of the Defender on 1-2 guys for shieldwall/guardian. Normally, i work up the sov as a mage and champ as a defender unless it has a pre-set path - some champs already have a path or path associated ability. My favorite 2-path