[quote who="GFireflyE" reply="63" id="3430682"] Good Morning A request if I may: #16 on your list looks very intriguing. 16. Added unique city defenders. Some mages defend conclaves, some knights defend fortresses, some crossbowmen defend towns. Common defenders such as city militia and city archers remain too. I was wondering if it were possible to extract those portions out and create an independant mod with them? If it's too much
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[quote who="ailawiu" reply="62" id="3430664"]Well, after some digging of my own - it seems that counter damage is set to 10%. I assume this was done on purpose (default seems to be 50%?), as it does slow down the combat quite a bit. Still, this makes it laughably weak and negates both the main advantage from "cannot be countered" skills/weapons and counterattack abilities themselves.[/quote] You are right! I replaced values. And uploaded the new file to nexusmods. [quote who="
First of all I must say great Thank you! Your comments give me food to consider. Also I found (and you also mentioned this, as I see) that the wrong cost for Workshop was set. I forgot to delete draft variant and it added to default values. So, if you use v.1.0. you should upgrade to v.1.01, which is already uploaded. www.nexusmods.com/fallenenchantress/mods/1891/ Thank you for bug hun
[quote who="N1ghthavvk" reply="52" id="3430007"]Hm. I just noticed I always had about 40% unrest. Which is particularly because my city had +25% unrest from being a level 3 Fortress and I didn't build the bell tower. And nope, no other mods installed. Except the DLCs. Oh also the Guard ability. It just gives -1% unrest. I don't think that is enough. That would only grant a max. of 9% unrest reduction. Maybe make it 2% or 3%? I saw that a
[quote who="N1ghthavvk" reply="51" id="3430006"] Oh another thing: Having the Ashwake Dragon as a mount sounds and looks(!) cool, but it is a really terribly unbalanced thing to have early on. I am by no far sight a good player and only due to its devastating attack (the fire breath) could I hold my ground against 1 warring AI on Normal. I also noticed you gave the sovereign creator all other items a cost of 0 while the dragon has a cost of 5. I think the dragon is
[quote who="N1ghthavvk" reply="48" id="3429968"]I didn't finish my game (yet), so I had to struggle pretty heavily with the unrest penalties you modded, because I also imposed Cruel +5 and Rebels +10 on myself since I wasn't accustomed to unrest being huge.[/quote] There should be less unrest. Are you using other mods? In my mod there is no unrest increase per city. Yes, I cheked this: &n
[quote who="N1ghthavvk" reply="48" id="3429968"][reserved for Feedback][/quote] Thank you for your promise. Please let me know then about things that seem ... "over-enthusiastic". You know, many fan's works are made on extra enthusiasm which may disbalance game concepts because fans may forget to make things cool and balanced. If you find that some concept borders are interfered, let me know where I should pull things back.
The next and the last update of beta version: All races have unique weapons. Units have 5 perks instead of 4. All units were updated with 1 more perk. Added 2 more zealot types to Wraiths race. Now the mod is complete, I added all major features that were planned. The mod with 10 pictures is uploaded to: www.nexusmods.com/fallenenchantress/mods/1891/
Thanks to everybody for comments. That's what I've done finally in Patchwork mod - Added new racial trait "Monk Robes" (costs 0 to choose like Masterwork Chain mail) which replaces Leather armor with a set of robes. If you wish your light troops look like mages, or you prefer Dodge over Defence, this option is for you. Otherwise you just keep good old leather armor. Also I added new class of troops - zealots. They fight with melee staffs. Staff class of weapons is expanded. Ea
This is a very interesting idea but how would AI be prepared for it? AI should lead only armies with heroes. AI heroes should train hard to get command points. AI should train his low level heroes very well. Otherwise AI will be weak. After recruiting a 9 level hero there is a chance to recruit 1 level heroes which may lead very weak armies.
Almost forgot about the main idea: I tried to make AI enchant his cities with more unit spells, such as Heart of Fire, Aura of Might. I set better priorities for these spells but still the best priority is with Enchanted Hammers spell. Then goes Heart of fire, Inspiration and the rest combat and city spells. 3 level city adds 1 essense. I hope this helps AI to enchant his cities with more unit spells. AI also should build more fortresses to produce better troops.
Today the new update is uploaded: I found and fixed some "misses": Quendar units often doesn't have Scar stones, Urxen missing poison vials. Major changes: Economy model. To build any building you need money. Earlier it was for free. Who will do something for free nowdays? Now gold is a very valuable resource. Units also demand money and subtract population from their city. Staff class of weapons is expanded. Earlier there were just a staff
What bonus is better +4 Defence or +10 Dodge? A ring with which bonus would you prefer?
You made everything right. Prestige means growth. In the original FE growth was determined by prestige value. I've also made such changes in my mod and tested this. It works.
[quote who="nowar1979" reply="41" id="3428691"]I´m having real trouble with LH 1.5 (and mods I guess) So I´m in the middle of doing a clean un install + manual deleting of local files and then I´m going to do a fresh install and use the mods I like. The game were hanging on me as early as turn 10, I´m hopping this will do the trick.[/quote] I think reinstall should help. I have Core i5 2.5Ghz, 64-bit windows 7 with 6 GB Ram, HDD and Radeon HD 6750M a
[quote who="Fallenchar" reply="4" id="3428652"]You still do not have my vote. Maybe you can try to create different smaller mods, so players can mix'n match to their own liking and enjoy some of your improvements without having to 'suffer' changes they do not agree with?[/quote] Yes, it's possible to make mini mods to the main mod. Main files are in English folder, so in the Mods folder its possible to make mini mods with micro changes. It's easy
[quote who="Fallenchar" reply="1" id="3428194"]Your suggestion to change the amount of Essence per city is not the greatest idea you ever had. I like the fact that Essence is really scarce.[/quote] Thank you for feedback. You are right, too much eesence is bad. Unfortunately AI has difficulties in optimising best enchantments. [quote who="Crastiloowa" reply="2" id="3428208"]This may or may not be a factor in your motivation, but I believe there are reported UI issues with Esse
[quote who="pawelada" reply="36" id="3428457"]By the way, is your mod compatible with Children of Storm? [/quote] I think no. CoS should be considered as the whole another game. I just wanted to polish LH to make it more battle oriented and comfortable in gameplay. [quote who="pawelada" reply="36" id="3428457"]Edit: I should probably mention that I use Tile Detail Reduction at medium level, RiverBridge, SwampTile, MaulChange and Quest_ManUnderTheTree with your mod.[/quote]
[quote who="nowar1979" reply="33" id="3428328"] Excellent with the new updated mod, I know what I´ll be doing tomorrow and during the weekend Edit: What did you tweak in "3. I reduced economic bonuses to AI. This reduction may also allow the game to run slightly faster and consume less memory." How did you change the economic bonus (compared to Primal_Savages Difficulty mod?). And what difficulty would you recommend me to play on if I use your default difficulty i
There are some issues about AI and here is a proposal how to solve them. What do you think, will this work? 1. AI doesn't enchant his troops. 2. AI chooses unoptimal places for settlements. 3. Human players almost every time take Enchanters (to have Scrying pool) while AIs may not have them. Why does this happen? City spells that enchant units are more expensive than econimic city enchamntement spells and have lewer priority. Thus Enchanted hammers
[quote who="Apheirox" reply="7" id="3427840"] As predicted, siege combat has become more of an issue with the patch as the AI is now better at garrisoning cities. While it's good cities are no longer being left wide open [as often], the problem becomes the opposite: That cities are nigh unconquerable. If we're in the early stages of a game my armies will consist of a hero and up to five units. A city can garrison nine defending units plus the autonomous city garrison itself. The
Thanks to everybody for suggestions! I've added these features to Patchwork mod https://forums.elementalgame.com/450250/page/2/#3427839
Thanks to everybody for suggestions! I've added this feature to Patchwork mod https://forums.elementalgame.com/450250/page/2/#3427839
This time I approached the mod with high pragmatism and deleted most overenthusiastic features thet were in it earlier. The mod now is closer to original but AI acts more in style of human player. AI fights unrest in his cities and improves production earlier that in original. AI uses horses more often and equips his units better with magical amulets and other items. Battles are more intensive. Tha mod now is compatible with all other mods that don't change Hero trait develo
[quote who="nowar1979" reply="29" id="3427469"]The only thing I might dislike is the +20 default dodge, a assassin which gets the dagger with maul ability (and -1 to def/hit) was awesome before. But even with several accuracy traits the "maul path" is not such a good option any longer. Maybe this could be tweaked somehow?[/quote] Maul path was like a cheat for a player. It was too deadly. It remains far from reality. It was designed to be an ability of some monsters only but somehow w