jwallstone

jwallstone

Joined Member # 5076891
5 Posts 19 Replies 265 Reputation

I'd like to point out another weird aspect of XP splitting. The XP your troops get is dependent on the XP your heroes get, so having 2 heroes in a stack actually halves the XP each of your troops get as well. Troops don't split XP, but they are affected by XP split. It's completely unintuitive and nonsensical. The thing is, this weird mechanic can't simply be removed. If troops got the same XP regardless of the number of heroes, then with 3 or more heroes, your troops

238 Replies 1,048,162 Views

[quote who="mqpiffle" reply="145" id="3354343"] Removing this strategic element (XP split) from the game would make stacking heroes and not training units a no-brainer and you will soon find a thread where people are complaining about the silliness of being able to ramp up heroes without thought of trained units.[/quote] I don't understand how you get to your conclusion. Having a few heroes leaves you with plenty of open army spots for trained troops. 2 sov/heroes and

238 Replies 1,048,162 Views

The gameplay reason for XP split is to prevent a "stack of doom" of heroes. That's understandable and a good reason. But Legendary Heroes has already been redesigned to control the number of heroes the player can get, by tying it to fame and therefore requiring the player to develop their civilization. (Great decision, by the way) This means that there are other ways to control the power level of heroes in the game. The fame mechanic can be balanced to create a desired hero pro

238 Replies 1,048,162 Views

The game crashed in a battle when I clicked the Spells button to expand the sovereign's spell list, then hovered over a spell to get a tooltip. I was playing Procipinee, with only her starting spells available. The only other units in battle were a Shadow Warg, the starting Militia and Spearman, and I was fighting some Darklings.

0 Replies 5,675 Views

Ridiculous is certainly very hard. I find I need some luck as well to make it. I agree with your overall strategy. I would also add one more thing - if you can opportunistically take over some AI cities that are poorly defended, that can help a great deal. The AI can be stupid about protecting their new establishments. It requires some scouting and luck though. How many cities do you think you need before focusing more on development? Also, what faction and sovereign tr

48 Replies 117,384 Views

That's what's confusing though. I've tried looking in that location and I don't see any of my retired designs. Is it because the updated design has the same name?

8 Replies 56,944 Views

I have a question about this. I've retired units before because I made a mistake. How do I get rid of them so the AI doesn't use them? I typically do so by clicking the "Edit" button, which actually creates a new unit instead of changing the previous one. But the old one, which has the same name, doesn't show up in the folder with all the other ones.

8 Replies 56,944 Views

Amazing work guys. The new features and changes are just amazing and I trust in your design skills even more now. Some personal comments: 1. Weapon differentiation through abilities - YES. This is probably my favorite change. It adds strategic depth and makes weapon choice actually FEEL weighty. Differentiation through abilities is much better than through statistics. 2. Champion skill progression - This is also a wonderful change. Random choices in FE felt constraining and fr

301 Replies 1,511,650 Views

I've been trying to download mods for FE from nexusmods dozens of times now over a span of three or so weeks. I've tried multiple servers. I have never once successfully downloaded anything. Each time I get the message: Download down Sorry, it seems like this file server is struggling with this file at the moment. Please try downloading the file from another file server. Note: if this is happening on all the file servers there could be a proble

1 Replies 7,252 Views

The AI in 1.2 is very bad at picking city locations. For example, if there is a patch of potential locations, it would pick a 3/2/0 spot that was literally a couple of spaces away from a 3/3/2 spot. I've noticed this happen many times. I would raze an AI city due to it being so resource-poor and find amazing spots nearby that the AI neglected to settle. Do you know why this happens and has this bee

42 Replies 29,450 Views

Hey Frogboy, I wasn't sure where to post this, so sorry if this is the wrong place. The AI in 1.2 is very bad at picking city locations. For example, if there is a patch of potential locations, it would pick a 3/2/0 spot that was literally a couple of spaces away from a 3/3/2 spot. I've noticed this happen many times. I would raze an AI city due to it being so resource-poor and find amazing spots nearby that the AI neglected to settle. Do you know why this happens and

95 Replies 98,689 Views

I agree with your notes. Almost all of these are issues I noticed and agree with as well. A couple of items are already in the game I believe: UI #9 - Double left-clicking a unit in tactical combat brings up their info screen. Hovering over them also shows a small info screen at the bottom right. UI#12 - Population is listed in the City Details screen. It is also shown as -X food if you hover over the Food item either in the Build screen or the Details screen. Po

21 Replies 70,779 Views

Note the other top post right now: playing on Insane. https://forums.elementalgame.com/439550 Key quote: "You need to get off to a flying start - meaning a good starting tile yield, good nearby resources and suitable locations nearby for early city spamming. I design my soveriegns with the Wealthy trait so that I can spam out pioneers to take advantage of city sites as soon as I find them. The advantages of city spamming have been covered well elsewhere but playing o

31 Replies 110,629 Views

I have to disagree that consulates come early - they are halfway down the Civilization tree. I find that my games are halfway or mostly over before I can even start to build them. Furthermore, now they also cost a pioneer and hence 30 population. You would need 30 turns just to break even on the consulate. On top of the labor and population for the pioneer, they also cost 540 labor, making it one of the most time-consuming improvements. For reference, a Well costs 96, an Inn costs 249. I neve

31 Replies 110,629 Views

Well-written, Diarch. I agree with a lot of your sentiment. In fact, when I first started playing FE and learning the mechanics, I was very impressed with the Faction Prestige mechanic - it's a beautifully simple way to constrain growth without being overly penalizing. I thought it was ingenious. I'm worried if the future direction of FE should take it away in favor of just more unrest penalties. I'm of two minds with regards to pioneers costing population

31 Replies 110,629 Views

One more thing: Is it just me, or is the map editor just terrible? Normally, I love making new content for a game and exploring things like modding and mapmaking, but the map editor just seems completely baffling and difficult to use. I understand that it's not technically "supported", but a vibrant mapmaking and modding community is typically integral to a game's longevity and long term success.

221 Replies 588,377 Views

I'm a relatively new player, having played it only for about a week. Here are the playability annoyances/issues I've encountered most often: 1. Game crashes frequently upon saving or loading. This happens about once every 3 to 10 saves/loads, depending on the game's mood. It's quite annoying, as the game's startup is pretty slow too. I'm running the latest Steam version (1.12) on Windows 7. 2. The game sometimes forces an action upon loading the game. F

221 Replies 588,377 Views

Thanks for your help. It seems to make more sense now: when the city becomes level 2, it first becomes a "CityHub2", then the levelup screen gives a choice between abilities in "CoreAbilities", which then change the town to "CityHub2_Town" etc. Is there any XML under to remove improvements? More generally, is there a way to view all available tags, or do we only know by looking through what happens to be already present in the game XML files?

3 Replies 4,096 Views

I'm trying to create a mod to allow the player to change a city's specialization - for example from a Conclave to a Fortress - but I can't figure out how to do it. My initial thought is to do it through an improvement. The relevant XML seems to be the following, found under the "CityHub1" improvement: LevelBarrier &nbs

3 Replies 4,096 Views

If you have an Outpost within city borders, you can build improvements in the outpost indefinitely. Here's how it works: Select an outpost within city borders, and add an improvement to build. When the improvement finishes, it does not show up if you select the outpost! You can add that same improvement from the outpost screen to be built again. It DOES show up in the list of city improvements in the City Details screen. This enables you to build unl

0 Replies 4,410 Views

I just bought the game via Steam, version 1.12, playing on a Windows 7 64bit. The videos that are supposed to play during the tutorial do not show up. Instead the video window is just black. Also, after playing for a bit, the selection window in the bottom left and the Empire Tree in top left disappears. I've observed this happen twice already. Restarting the game brought them back. Needless to say, it was very confusing during the tutorial.

0 Replies 4,089 Views