sjaminei

sjaminei

Joined Member # 4872723
19 Posts 523 Replies 11,640 Reputation

(1) Yes you can. You can also mod the core file, but that could get overwritten by patches. If you want to keep it throughout patches, make your own xml file. (2) Yes that works as long as you have checked the mods box in game. Experiment and have fun, and enjoy the pitfalls of XML with the rest of us ;) We have a modding question thread somewhere as well, you can always pop in there for questions such as these.

20 Replies 31,341 Views

To be fair, the Influence system did not really work. I ended up using Influence in trades with AI's and not much else. The current system feels much better, so I don't think we lost anything there. No comment on Dynasties since I did not play E:WOM.

1 Replies 3,480 Views

[quote who="McBeef" reply="9" id="3395932"]What are your thoughts on archers? [/quote] The main problem with archers is their place in the tech three. You want armor, Civilization techs, Magic techs, and they all bypass archery techs. The Faction trait archers is insanely good really, (Ram's Horn Longbow -50% armor -4 ini is SICK, add Bloodthirsty to that etc. and they will do more damage than mages) but when I get pushed army wise by AI I skip archers because I can't af

47 Replies 591,543 Views
Reply to N/A in FE Multiplayer

[quote] While I'm at it, I don't think Ongr the Unbound should give the same sword as the final Arena of Slakhanan fight. [/quote] That sword is horrible either way. I usually vendor it for the sweet 400 gildar.

7 Replies 2,893 Views

Sounds like you want a Scenario instead, like the old HoMM games where the end win goal was to kill a mighty dragon etc. with quests on the way. If you could somehow outsource some talented map makers for cheap to make great maps, that would make for a great DLC I think. The In-House talent seems to busy doing other stuff ;)

53 Replies 184,099 Views

[quote who="webusver" reply="15" id="3395530"][quote who="webusver" reply="15" id="3395530"]Actually all races should try to win and try to prevent another player from wining, no matter how different or similar they are. I hope some of my notes may be considered in the 1.4/1.5 wishlist.[/quote] [quote who="smeagolheart" reply="17" id="3395858"]yeah this. They are all sovereigns thrust upon the world - of a humanoid shaped race - determined to win Elemental at all cos

18 Replies 27,738 Views

They could fly when they were small. But then they ate too much human and got too fat. Hence the no flying part.

19 Replies 27,134 Views

[quote who="McBeef" reply="6" id="3395653"] I'm not following on the mages thing. Can you expand a little on the bolded part?[/quote] Bloodthirsty etc. all work on attack damage , not magic damage, so mages get no benefits from them at all. Trinkets are the key to mages. (+1 and +2 elemental damage available (fire and cold), and +2 Initiative amulet to pick from as well) I usually end up with Constitution (+HP) Dodge or somethin

47 Replies 591,543 Views

[quote who="McBeef" reply="5" id="3395669"] Quoting MechaGodzill, reply 4 Thanks for your response. Do you think that the Tarth is a good first choice? Any suggestions for first choice? or does it not really matter? Thanks in advance I'm also pretty new to the game so take with a grain of salt but the Tarth racial traits on +3 attack for armies of 3 units or less doesn't seem that good. I generally want to have as many units in a group as possible to incre

8 Replies 9,141 Views

3 things. (Because all good things comes in 3's) #1 Strategic spells. The spellbook is a mess and annoying to use when you want to cast 10+ spells during your turn. Hotkeys would fix that easily, but I would rather see a spellbar or something similar to what Tactical spells have in battle. #2 Army management. "V" for get out of city army! is slow, and waits on the city buildings before it works. That means you have to start building before getting out of the city, and you

63 Replies 55,516 Views

[quote who="McBeef" reply="4" id="3395609"] Thanks for all the responses. I also wanted to add an eighth question: 8. What are your feelings about the various unit traits that you can add to trained units? You only have 3 free slots against many good traits so it is a tough choice. Iron Skin seems like a no-brainer to me. In the later stages of the game, Plate Ability would be a must have for the front line units. What are your thoughts on Reap (heals +1 HP per att

47 Replies 591,543 Views

1) You can do whatever you like ;) Just keep in mind that the more crowded it gets, the less city sites for you early on. Also keep in mind this is not Civ5. Where there are AI's there aren't monsters to fight. 2) It's not really an answer for this. All factions have their strengths, Yithril with berserk and juggernauts can be fun, but no archers. Tarth has Double Strike for all troops, so that is also a sweet faction. 3) Cle

8 Replies 9,141 Views

[quote who="Kadrush" reply="7" id="3395099"]On the ridiculous level was simply not gamey to see the AI making the towers and moving for the spell of making in a bit more than 100 turns. It was also ridiculous to see your warhammer troops fighting fully armored, top tiers, Gilden troops and causing 1 damage per hit. [/quote] Yeah, I turn of Spell of Making and Master Quest. They are balanced for smaller maps, if you start playing high level AI's and big maps, they are ei

9 Replies 7,733 Views

The bonuses are more important than the AI intelligence. A ridiculous AI played pretty similar to an Insane AI when I made a custom AI for myself. (i turned down the AI intelligence, and boosted HP etc. starting bonuses the same) If you crank down bonuses, the AI will play pretty poor no matter what your AI intelligence is set at. It's a tradeoff, the AI challenges you with brute force, you counter with guile. It's too hard/costly to make it "fair" for both.

9 Replies 7,733 Views

1) they should be the same for every map. It's random and allegiance based. Remember you play with lots of other Kingdoms in the scenario, and they might have selected champions already before you. 2) the list is pretty huge to look through, you'll get a feel for it as you play ;) (remember you can mod more champions if you want/can do it) 3) Yep. Scenario play by different rules though, so you can probably make it like that if you want. Random maps are the same

16 Replies 92,421 Views

It's in elementaldefs.xml in the steam/steamapps/common/LegendaryHeroes/data/english folder. just search for MinDistancesBetweenCities inside it and you should find it. (it's set as 5 tiny, and 6 for all other sizes) [quote]Today I downloaded a mod (cant remember the name) which allowed me to play at 16x12 huge maps, but set a minimum distance between cities of 7 or 8 hexes, which is simply to much.[/quote] Yeah that is my mod ;) It doesn't chang

9 Replies 7,733 Views

Sure it actually is a built mine? You can't destroy it completely if that is what you are after by just moving on top of it. I think you need to have it in your territory to do that. (if so, click on it and select raze, it needs to be unbuilt though, so you need to raze it before taking the outpost etc.) Steal Spirit. (it's in your spellbook) Only works for magic paths and one or two special spells. So for instance if you get a really bad mage hero, and already have a good one

11 Replies 9,116 Views

[quote who="skyy9432" reply="4" id="3394808"]So i want to ask you about how you personally balance your economy with your army. Do you dedicate a specific city to churning out units while another buffs your faction? Do you throw in a unit prouction for every 2 buildings? How do you keep yourselves balanced to stay safe in the season of blood without compromising your score enough to simply get bullied into war by the other factions? [/quote] I tend to do as much "eco" as po

11 Replies 14,336 Views

I would like more "block" diplomacy, where you can manage good relations with one faction and their friends at the cost of their enemies etc. It shouldn't be easy to please everyone ;)

18 Replies 27,738 Views

That's interesting. Wonder if you can tie essence into that? If you made that into a selectable ability at sovereign custom screen, that could even work for a one city challenge mod. (disable pioneers etc.)

3 Replies 3,615 Views

45 mins? Are you looking for a 3 essence starter or something? Usually you can get a 4-3-2 or something similar after a couple of reloads at least, and that is a very good starting site.

7 Replies 13,858 Views

[quote who="joeball123" reply="9" id="3393915"]Army focused games should have more Towns to fund that army, and perhaps more Fortresses to produce it. [/quote] Just to add something to this. A 2-3 essence town site with good production can be a monster wealth city. Guild Warehouse and Mint of Ruvenna with some essences makes an insane wealth city. Arcane Forge+ Enchanted Hammers = minimum 6 materials, and with a better site you can get more. That means a 30 guild

11 Replies 66,818 Views