Run Chrome or Firefox instead? ;)
sjaminei
Most of the stuff you are mentioning is moddable and hardly stuff I would see as gamebreaking. (meaning it just adds flavor to the game, so it should not be high on Stardocks list sorry) The only stuff that could be a bit hard is the reduce city output stuff, since I am pretty sure it's not tied to the land after settling the city. You could modify the cities resources though by way of spell, just not by way of changing the terrain. [quote]Entangle Type: Tactical Cast<b
Do you have a suggestion for how to remove the first champion reward as well then? (skipping right to the lvl 3 one) Making some funny sovereign/champion pairs from scratch could be interesting. And as a bonus, it would be easier to make them not share experience ;) Edit: While I am at that thread of thinking, is it possible to make a Sovereign and Champion share xp? So they both level at the same time?
A small tip if you want a big moneymaking town. Find a place with 2-3 Essences and decent production, make it a town. Use Consulate Outposts to grow it quicker. Select that 50% or 100% more gildar when producing wealth at lvl 3 I think. (you are sacrificing 5% hp to all your units) Arcane Forge, Enchanted Hammers, and 5 gildar per material at lvl 5. (Mint of Ravenna or something) I got a town kicking out 60-100 gildar (depending on tax rate) pr turn this way. That new quest DLC
I would take that hit if it only did not screw up my tech as well. Tech pace is everything in this game, if you can get to the right techs asap you can compete with cheating AI's in Simcity games, but not without. The conclave improvement "Unrest does not affect Research" comes way too late to matter.
Swarm will beat you down. But if you get that tectonic shield item that gives you immune to swarm, yes you are unbeatable ;) At least that is until you start playing Insane. Then the AI will spam that 10% accuracy tech over and over, so when you fight them, they all have 400+ accuracy and your dodge is useless.... :(
1# Solo sovereign gets full XP, 1 hero it gets 50%, 3 heroes 33%. It's up to you. If you split stacks and level your champions in the wild, you can "save" time that way. If you only care about 1 stack, you might as well put all heroes you care about in it as well. I usually just solo level at first, and add one of the high level champion recruits into my stack later. (Lvl 7 or lvl 9) The other champions get stuck on garrison duty to reduce unrest ;) #2 Have you considered slowing
I don't know the specifics, but I have an ability that has value 2 and perlevel 2. It adds 2 per level not 4 ;) When I had 2 value and 1 perlevel, it added 1. Don't think it matters, I have abilities without that stuff at all. Look in the GFX folder, and browse through icons there. The code looks okay to me, but testing is the only way to make sure. Dunno how to get that construct hero more often. You could add it as a summon or try the abili
I always make new xml files for new stuff in the mod folder. So it works for me ;) Just remember that the default file will be run, so your current code has a lot of "junk". You only need to add the changes. For instance, this is the code I used to remove the default Tower of Magi building: [code="xml"] City_Level <Abil
How are AI vs AI going in 1.3? My last game I was barely touched by AI at all (Insane AI), they seemed to be more fond of hacking away on each other. Both had 1000+ power and 20+ cities and the one attacking me was my neighbor. (5-6 stacks total, they were hard but doable so if they had sent more it would have been challenging for me) I have Spell of Making disabled, and the AI's of course had all the towers built. Afaik that gives a huge diplo disadvantage, could that have been the reaso
[quote]- Earning money by taxing one's population seems broken: despite consistently using spells such as "Propaganda", and devoting resources to reducing unrest and producing money, the net income I have from taxation seems trivial compared to the net gains I have from adventuring (even simply selling pelts and rusty helmets) until the very end of the game (at which point I have produced no units but have still won anyhow). This makes strategic choicemaking in citybuilding largely moot,
Any chance of some "leaked" screenshots? ;)
Yeah, that would have been pretty crazy. No wonder you thought it broken ;) Updated the OP to clarify it better. Thanks.
The Thunderstaff requires Magical Forging tech, and having a conclave with full building path (the last building costs a lot of production). You should be able to get the staff when you could get the 12 damage staffs anyways, and they suck. Remember this is a champion/sovereign only item, you won't be able to give them to the troops. It should come too late for it to matter from a balance point of view as well, and is just a fun item to experiment with instead of casting doom spel
Yes that should be possible. Decimals work fine in per level stuff. This thread says the treshold is above .12 for a new move. https://forums.elementalgame.com/447273/page/1/ Just add a 6th or 7th Y line, and you get a scroll for the abilities. I added death magic for kingdoms in a mod, and to make room I had to move it down a row, and the scrolling bar magically appeared! ;)
The main issue is probably that you need to make room for the new random improvements (ElementalDef only allows 3 at a time) or make it possible to "lose" the regular ones with RNG as well. Don't think it's too hard to do, and you can always steal some code from my last Conclave army mod, I had some "great fun" finding out how to create a new Tower of the Magi there for the level 5 conclave level up. ;)
#1. If you add the ability in the Champion's xml file with XY position, and then add a level prereq, it will work as you want I think. For race you might have to add some unlock stuff in the race xml file first and then add it. Look for Zealotry ability, that should give you something to work from. (Wraith ability for trained units) #2 I just had a bug with my mod that did that, it somehow ended up as a prereq trait for Life Magic 4 (It was on the same XY as Life Magic4) and
Huge and Irregular (my own map mod, for more snaky maps), Ridicilous Monsters, InsaneAI. (Epic Speed, Very Slow production) If you try something else than mage sovereign, you will probably have a decent challenge ;) I've been messing around with the sovereign .xml file, and added some fun abilities you can't get in the customize screen as well. Calloused Hide (+1 defense per level) etc. is fun to have, and not really OP since you will be fighting Arcane Weapons very so
Welcome to Rise of the Conclave Army eMod! Tired of only making decent troops from your fortresses? Well wait no more, this mod makes Conclave Troops more interesting and hopefully more viable. https://dl.dropboxusercontent.com/u/95181126/ConclaveTroops.zip (extract into your Documents/My Games/LegendaryHeroes/Mods folder) This mod adds 3 new buildings, 1 new magic staff in the shop, and a new a
There is some strange stuff going on with ZoC, and Bloom of Twilight not working properly. Essentially with big ZoC you are guaranteed settling spots after a while next to your original city, while BoT that should do it at a cost, does not work. I think it has been like this since 1.2, but not sure. (Just for reference, My Huge custom map, by then end I had 60 cities.. on Desert tileset, something is very wrong with that)
Two questions, first any idea why this calculation refuses to work? (trying to tie an essence value into "building output" for troops) The code is combined and edited from Alchemist and the Heart of fire spell. [code="xml"] CityTrainingBonus TrainingBonus_ApplyUnitModifier_Add 1 UnitStat_MagicResist&l
The AI spams this spell on my mounted units ;) But yes, it could use some tweaking, the good news is that it should be easy to do yourself if you want to.
So in FE, we could rely on getting some good sites using this, expecting essences from shards, mines and whatnot. But now it seems to not work at all, the only places I can get it to work is near rivers etc. making it essentially useless, since snaking and outposts do the same trick. What did you change with this, and how can I change it back if it's not a bug? ^^ 200 mana is an hefty amount, so I expect results when using it, and now it's no reward at all.  
Autocombat breaks webs as well. (the let AI control the battle)
I'm guessing you have a point really early, before death magic gets sick. (mass curse and stuff) But that is the fun of this game, you can make most stuff work. If I play Kingdoms my goto spell is Crusade, not healing ;) (hello 15+ armies with 500+ HP)