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webusver

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[quote who="FatNonFree" reply="3" id="3425136"]Thank you for the replies! It seems as the mod to start off with is the Children of Storm. Then I'll add Necromancy Revamped, Black Market Bazaar and Demons and Wizards. I would like any mod the adds more monsters, armor, weapons, items and spells. Did I miss any?[/quote] Children of Storm offers NEW. It feels lke another new game. Imho just MORE of the same is not interesting. Better try NEW experience! [quote who=

5 Replies 34,078 Views

Thanks to everybody! I added new defenders (and lots of other features) in the latest version of Patchwork mod https://forums.elementalgame.com/450250/page/1/#3425228

6 Replies 15,538 Views

Patchwork mod is updated. 1. Fixed issue with logging camp and pier. 2. Added Undead heroes. There are 5 common heroes of 1-9 levels and one premium 15 level hero on Ashwake dragon. 3. Added unique city defenders. Some mages defend conclaves, some knights defend fortresses, some crossbowmen defend towns. Common defenders such as city militia and city archrers remain too. 4. Added medium fire and ice staffs with 9 of cold or fire attack. I think that mages have

381 Replies 1,647,876 Views

Is it possible to mod population consumption based on number of troops in a produced stack? For example I want to produce a unit that consists of three men, so I want that 3 population should be taken from the city where I produce this unit. I tried to insert some colculated values based on number of troops but it didn't work. May be I made something wrong or may be this isn't possible?

844 Replies 1,924,594 Views

[quote who="Raiddinn" reply="53" id="3423476"]I am also trying to think of a way to mod the game so that +init boots have priority over +1 AC boots. Maybe the +1 init boots should also have +1 AC? That would make it strictly better, but I don't know if the game engine would see that. If it is the same AC then it might still consider them equal. Could go to 2 AC and +1 init both, but the measuring might be coming from somewhere else entirely and something else entirely would need to be don

58 Replies 239,233 Views

[quote quoting="post"] I've been playing a game from 1.2 on a large map so now that it's down to me and Tarth, I'm getting ready to start a new game from 1.5. I have all the DLC and want to know what mods are fun. So what mods to you guys and gals use? [/quote] That depends what you want from the new gameplay. Snaking mod and River Bridge are the must for every FELH installation. I think they are compatible with all mods. Then you should ask yours

5 Replies 34,078 Views

I thought - why city defenders are all the same - just a bunch of peasants? What if Conclaves are garrisoned by mages, Fortresses by mounted knights and Towns just have many peasants? What if each town (regardless of race) would have one garrisoned henchman or sion with Tactician and Shieldwall traits and with ability Battlecry? Lets call such a unit Garrison commander. What ideas do you have about this?

6 Replies 15,538 Views

[quote who="Alstein" reply="4" id="3424474"]what's really needed is buffed lvl 5/7/9 heroes, and when you get beyond that, free lvls for the heroes you get afterwards[/quote] Yes I'm already beyond that. Patchwork mod https://forums.elementalgame.com/450250/page/1/ already has buffed heroes. They have better equipment, mounts and 1-2 more traits. They lost some traits which are useless for AI. There are already 12 p

6 Replies 11,368 Views

[quote who="Ericridge" id="3424369"]And yes, that is what I meant by me getting royally kneecapped when I reached the endgame for the first time because the whole economy basically just shifted from silly metal to crystals.[/quote] Yes in original the end game requires almost only crystals and in extremely huge quantitities. All your units with Plate armor profficiency all require Champion Armor and tons of crystals. I've shifted the balance towards metal in my Patchwork mod

4 Replies 8,872 Views

Would you like to have an opportunity to recruit a premium 15 level hero riding on ashwake dragon at the end of the game? How much fame do you think this hero should need? Would you like to meet and fight with AI opponents (sions and henchmen) riding on ashwake dragons at the end of the game? Would you like to have analogs of sions for Kingdoms? How this unit should be called? Titan? I also like the idea of undead heroes and will

6 Replies 11,368 Views

[quote who="Ericridge" reply="4" id="3423866"] why not tell the AI that unrest reduction building exists and if they reach a specific amount, cancel whatever in queue and pritorize the unrest reduction until its at safe levels again.[/quote] First of all - devs have switched to GalCiv. That means that there is nobody to tell AI. Though it's possible to mod high priority for unrest-reducing-buildings. But the eventual problem is that AI makes its settlement when there is a hu

5 Replies 12,808 Views

[quote who="mqpiffle" reply="23" id="3423593"]Adding all of the possible diplo modifiers together (except family modifiers), I come up with a net -58. Basically this means the game is going to spiral into war at some point during any given campaign. I don't necessarily think there should be a net 0, but perhaps a little love to the possible positive modifiers might help even things out a bit.[/quote] It's easy to mod to your liking. You can mod better relations for parties of

28 Replies 53,805 Views

Imho in original FE thre was a good unrest system which didn't add unrest from additional cities. So there is no possibility to have 100% unrest in a newly founded town? But this system was changed in attempt to prevent quick pioneer expansion by human player. Another drawback is that there is not much unrest and its not difficult easy to have 0 unrest in every city. FELH unrest system forces human player and AI to constantly fight with unrest with final victory of Unrest where it

5 Replies 12,808 Views

I tried to give Thrown knifes to my troops and that resulted in just one (yes - one!) knife was thrown to the enemy. My stack had 3 men. I was hoping for 3 knifes. Did anybody mod thrown weapons? Main weapon for a unit should be melee and secondary as a trait from equipment should be thrown something. Thrown weapon should be fired for 3 squares. What ways are possible to make thrown weapons?

3 Replies 8,937 Views
Reply to N/A in FE Multiplayer

[quote who="Primal_Savage" reply="18" id="3423088"]Solved in that the AI does not keep 2000 metals anymore --> it uses the transmute spell line and it creates Epic stacks... but yeah it's a little bit unclear I guess. Maybe it should be just "improved" [/quote] May be it would be better to keep resources but transfer excessive Gold or Mana into resourses? If AI reaches, say, 1000 gold he casts the spell and gets all types of resources. How about transmuting fame

23 Replies 9,750 Views

[quote who="clearbeard" reply="7" id="3423186"]Personally I don't think adding special abilities to the different weapons is the way to go, compared to a more careful analysis of the different weapons' base stats and traits (i.e. armor piercing).[/quote] So what do you need for bows and xbows? Common bows were rather weak against armored troops, especially with shields, so is in the game. Xbows were good armor piercing but slow weapons, so it is in the game. All ranged weapons

8 Replies 5,696 Views

[quote who="willie sanderson" reply="12" id="3422773"]Sieges would just be another way to exploit the ai being able to attack from all 4 sides.[/quote] Any 4 sides is not an exploit in the current game mechanic since only one attackers army participate in combat. We don't ask to change the whole game mechanic, do we? Also for current game mechanic - both naval and flying units are not possible. The is no possible settling on beaches and melee ground units without counterat

15 Replies 25,414 Views

[quote who="Frogboy" reply="3" id="3423003"]Sorry to hear that. No point in investing more effort in LH then (for me anyway). I'm moving on to work on GalCiv.[/quote] Don't listen to them "not really", "not much", "not enough" - these are just complains to have a deam game. The game in fact is GREAT! And its easily moddable. It's possible to make the game to suit anybody's needs! But just one question - there will be no more DLCs for FELH? No chance for Siege P

28 Replies 53,805 Views

[quote who="willie sanderson" reply="8" id="3422702"] there's nothing to compete with with AOW III. After Shadowlands or Shadowlords they'll just be making more of the same, just a new name on the package and some graphics candy.[/quote] May be yes, but what if may be no? AoWSM (with mods) was the best MoM style game until FELH appeared, imho. I really like unit constructor and tech tree and graphics of FELH but AoWSM has its own bonuses, so if AoW3 were just AoWSM

15 Replies 25,414 Views
Reply to N/A in FE Multiplayer

[quote]I created this transmute spells line (Tactical spell) and gave it a somewhat high priority (in the 30ish so yeah, somewhat high).[/quote] Interesting. But what do battles look like now? I believe auto-resolve combats are now huge Internationl Transmutational Olympic Contests. But seriously - AI pays more attention to metal than crystal, so it always have lack of crystals. Default units don't use many items which require crystals. After you made the xtraunits mod, yo

23 Replies 9,750 Views

[quote who="Ericridge" reply="6" id="3422523"]SO it's likely that they thought about sieges and settled on current version we have.[/quote] Do you think it's too complex to make this DLC? But wouldn't most fans buy it if it costs not $5 but $10? Developers may easily get more funds to develop their next game - GalCiv. But if they are too busy with it and don't want to pay more attention to FELH, then at least we'll have what we have now. It's also not bad. But

15 Replies 25,414 Views

[quote]Well time to move up on difficulty level again.. this is Hard difficulty. [/quote] If you try Patchwork mod https://forums.elementalgame.com/450250/page/1/ you may consider to stay at hard. I tried to balance it to give AI the most challenge before difficulty settings allow AI to cheat. The mod is updated for compatibility with v.1.5.

3 Replies 6,804 Views