I finally got around to updating this list. Unfortunately I haven't been able to check everything (I keep forgetting to check 15), but I put [] next to each item I haven't checked yet. I removed all issues I've confirmed to be fixed, and have added a few new items, seen below. 38. Cancelling a Troll Lair 's construction does not refund the 100 gildar. 39.&n
Darxim
Swords were nerfed a while ago because nobody used anything else. After that, spears were all anyone was using, so they got nerfed. If you look through the history, you'll find plenty of threads of people complaining about spears being OP. Axes and Blunts were rarely used because of their weight before they got rid of the weight system, but now they're pretty good. Sometimes to get the units to line up for Cleave or Impale, you have to bait them. It's
I'm playing with my sovereign as a high-dodge Assassin now (as suggested by MoRmEnGiL in this thread ) and she's kickin' ass. I've got her just by herself, no other units, taking down 900+ HP armies without problem. I'd never even considered Assassin before, but it's working out pretty well, especially since the addition of the Assassin's armor.
In my current game, the AI players each have multiple cities.
I'm pretty sure Steam handles the synchronization, and Stardock has no control over that aspect. When you quit the game, mouse-over the Steam icon in your system tray and see what it's doing. It may have gotten stuck synchronizing, or if you were doing torrents or something there may not have been enough bandwidth to upload the save games in a half hour's time. The save games are quite large, and torrents can cut your Steam synchronization down to 10-15 KBps.
Blindness reduces Dodge in addition to Accuracy, although it doesn't mention Dodge in its description. I don't know how long it's been like this, as I've never had much Dodge rating before. Below is the code, and I've bolded the offending sections. I don't know if it's meant to affect dodge, so either the description or the ability needs to be changed. Blin
With the Lucky faction trait and a high-level Commander in the army, I've gotten strings of 15 attacks out of my tamed Cave Bears before. I throw Tutelage on those bears just so they'll get the level bonus to accuracy. So, yeah, I'll be installing this mod as well. I like playing as a Beastmaster, but without this mod, the bears alone make it OP.
I've got wandering monsters as well (I've got monster AI set to Insane). There should be somewhat less of them, now, though, since you won't have the wild lands armies wandering outside of their lands anymore. I haven't gotten far enough to see how many cities the AI players are making, yet, though.
For v0.3, I'm going to go in and replace all the tree trunks (of trees that have leaves) with the least complicated ones, so you'll still have tree trunks, but no branches. I can't see the branches anyway (honestly, I can't see the tree trunks most of the time, either, but whatever). Currently I've been trying to make changes that were so small only your GPU would notice. I think, after I finish v0.3, I'm going to go back through and make a "more re
I actually distribute the mod with a .rar of the original Core Tiles folder, so it's not that it makes me nervous, it's just... Well, for one, it does make it more of a pain to get "before" screenshots. My main concern, though, is when the game upgrades, if it overwrites my tiles. After upgrading to the 1.3 beta, I noticed that some of the tiles reverted, which wouldn't have been a problem if my custom tiles were loaded as mods instead of overwriting the origi
Anyone know if there's a way to utilize the Mods folder for this instead of overwriting the actual game files? I've tried putting them in the mods folder with a few different subfolders, and it won't actually use them from there. It wouldn't make the mod work any better, but... Well, it would just be more proper that way.
I'm 5 minutes into this game. There's nothing going on. End the turn, and the game crashes or locks up. Save game file (renamed from autosave): http://darkseam.com/fe/ConsistentCrash_v1.2.EleSav
Like most of the people here, I have a Mage Sovereign and my first champion is a Commander. I like the summon spells for the Mages to help in combat, and I like the ability Commanders have (I think it's called Rally) that gives all my units an extra turn (it's an end-tree ability, but it's really good). I also like having the Commander for road-building when I'm not playing Mancers (which is rare). Sometimes I'll make another Commander and level him just
[quote who="StevenAus" reply="11" id="3379212"]"Log in when it is your turn" games. That's even what I think was envisioned for the future of Elemental multiplayer. You play your turn when it is your turn, then pass it on to the next person. Of course with simultaneous co-op, players could do multiple turns in the one session if they were online at the same time. But hosting the game on a central server with email notification allows asynchronous turns, and it real
I made a mod that improves performance by reducing tile details. You can get it here. http://fallenenchantress.nexusmods.com/mods/1866/ Unfortunately it doesn't work with existing save games since the save games seem to store the tiles in them, but it will work for new games. This should help.
Since I made a Tile mod, I've noticed that, it seems like the tiles are stored in the save game. I don't understand why this would be. For instance, if I start up a game, save it, quit the game, load new tiles into the Data\English\Core Tiles folder, restart the program, then reload my save game, the new tiles are not used. That suggests that they're stored in the save game. I can understand why gameplay-affecting changes would be stored in the save game, b
After you exit the program, before shutting down, mouse-over the Steam icon in your system tray. If it says "Synching", don't shut down yet. Once it no longer says "Synching", then it's done uploading your save games. The transfers are slow and LH's saves are big, so it can take a couple minutes. I've had the same problem since I play at home on one computer and at work... er, I mean, at other places, on a different computer.
@Bigorra: If heat is a problem, you might look into a framerate limiter. I've got nVidia GPUs on both my computers, so I use a program called nVidia Inspector to set the framerates for my games. You can set a different framerate for each game (LH isn't on the default list, but you can add it). I've actually dropped LH to run at 18 FPS (which I disabled when testing this mod so I could find out what the performance gain would be). You can download nV
http://fallenenchantress.nexusmods.com/mods/1866/ http://www.nexusmods.com/fallenenchantress/mods/1866/? This mod improves framerates by removing small details from existing tiles. Most of the details removed will be unnoticeable aside from many particle effects (such as smoke) that have been removed from buildings. This mod shou
Not a whole lot of constructive criticism in this thread. Mostly pretty vague. I do agree that Tame is overpowered as is. Tame needs to be nerfed. And Wealthy (again). Another thing that would make the game harder is putting a cap on how many Pioneers each AI player can have at any given time. Make the cap 4 or 5. In my last game that I played on Insane (started on 1.1), late game, every AI city was surrounded by ar
I've seen several variations of this bug, but this time I'm able to reproduce it reliably. I load up the autosave and end the turn, and the army standing outside Tylan attacks it. I have several Scouts stationed in that city, and none of them show up for the battle. In fact, after my city gets taken, they all walk out of it . Save game below: http://darkseam.com/fe/ScoutsNo
They've got boats in some of the pre-made maps.
If you need a Town, I'd take the 2/6/0. If you need a Fortress or Conclave, I'd take the 3/3/2. Towns just don't really benefit much from Essences. Sure, you can spend 110 mana to make it seem like a 3/6/0, but chances are good that I don't have 110 mana to spare. Fortresses need Essences. If it's going to produce units, you want enchants that improve the units, because they make a big difference. If you just want the level-up
[quote who="Illauna" reply="3" id="3374509"][quote who="jonasadolphson" reply="2" id="3374500"]I would like to see more negative traits. It makes unit design much more interesting. [/quote] In theory it would but each unit would actually end up getting a weakness that has no effect on there actual mechanics and would be more of a beneift then a curse. Like weakness has no effect for a non melee class and reduces the production cost which is a huge beneift. [/quote] But
I'm just going to skip all of what everyone's said and directly reply to the OP: So, what you're asking for is a better presentation of already-available information by making small changes to the GUI, not actually the having program preventing you from making dumb decisions. The fact that you're researching nothing is a bug that should be fixed. Beyond the first turn, there should never be a time you're don't have anything selected for res