Crastiloowa

Crastiloowa

Joined Member # 5591234
0 Posts 266 Replies 136 Reputation

[quote who="Phillybear" reply="8" id="3401871"] Quoting RottenBeggar, reply 7 Im loving the game at the moment havent had it long but its awesome. Seen as we are visualizing skeletons and the like, how about a random hero undead unit, maybe gained by some sort of summon dead hero spell one only of course. Anyways keep up the good work. There are most likely some mods floating around that include undead heroes. Or you could just make one of your o

12 Replies 138,349 Views

[quote who="dimstog" reply="3" id="3400400"] That's funny and good to hear ! However, that means I would have to do a playthrough will all races at least once... Well, I might try on Easy with fast pace and lots of resources... It still sounds boring though. [/quote] If you run the game in Cheat mode and auto-reasearch everything, you can design units using any tech for the AI. The saved designs will be available even in non-cheat mode.

13 Replies 25,067 Views
Reply to N/A in FE Multiplayer

[quote who="GFireflyE" reply="10" id="3400321"] imo, if you did that, you don't really have to worry if the AI doesn't want to use the extra rates. The curve is the same and thus and impact of tax is the same. Sure, they'll have less precision....but since when is AI about precision?? [/quote] Well, it wouldn't "break" anything, but it would mean that you'd have (another) advantage that the AI can't use.

12 Replies 9,741 Views

Heh, I came here to ask too...so, onto the bone pile: any chance of a LH version of this being released? This is so much easier to browse than great swaths of XML...

75 Replies 106,329 Views

You can also cull skeletons from summon skeleton/summon skeletal horde. Much quicker mana expansion, though you do need to bootstrap it by getting your sov up a few levels. You can combine the approaches, of course. Take a familiar, and you'll have 2 capable casters quicker.

11 Replies 26,692 Views

Very very limited. AFAIK, the benefits are: If you cast the spells 'Sacrifice' or 'Blood Curse', it will provide a greater benefit If someone casts the spell 'Blight', you'd be in a slightly better position afterward Extra population adds to your score at the end, and in calculations for your rating vs. other kingdoms/empires

7 Replies 7,096 Views
Reply to N/A in FE Multiplayer

Do the AIs use the modded rates, or do they still just use the base rates?

12 Replies 9,741 Views

For champions/sovereigns, you need to go to a store and buy a horse/warg, then equip it in their inventory. They'll be available in the stores of any faction that has the right technologies researched (including yours, since you can design warg-riding troops.) AFAIK, there's no way to upgrade existing footsoldier units to cavalry. It has to be included in their unit design.

2 Replies 3,619 Views

Can the skill/spell school icons in the display when choosing which champion to pick be made a bit larger? Especially for higher level champions that have a number of picks, it can be maddening getting the right mouseover. Literally spent multiple minutes mousing over teeny-tiny icons to try to get the right one to select.

63 Replies 55,392 Views

The "Blood_IronGolem" AbilityBonusOption is defined both in COS_bonusabilities.xml and basetraits_golems.xml. The impact of this is that it applies the AdjustUnitStat effects twice, so golem faction Iron Golems get, for instance, +50% resist fire/cold/poison instead of +25% resist.

544 Replies 1,092,655 Views

Please make the changes that were part of Heavenfall's 'LargeUI' mod for Fallen Enchantress (Obviously the level-up screen change isn't relevant any longer): https://forums.elementalgame.com/433402 ...and 'Larger Unit Details' mod for LH: https://forums.elementalgame.com/445198/page/1/ Ideally they would be toggle-able.

63 Replies 55,392 Views

As of 1.3a (haven't checked 1.3b), custom sovereigns for Frost Giants have the "old" starting stats (15 HP, 75 Accuracy, etc.). I believe this is because they are overwritten in COS_factions_SpecialUnits.xml. The default giant sov is OK, and the version in COS_factions_CoreUnits.xml is OK too (at least for this aspect.)

544 Replies 1,092,655 Views

Hrm..ok; so, in order for the "auto-upgrade" to work - should I specify that boots or cloaks be upgrade-able? BTW - thanks for making this; I literally upgraded FE to LH in order to play a supported version of this mod [e digicons]:D[/e]

544 Replies 1,092,655 Views

So, I just installed this and am running into the following issue w/Frost Giants. When designing units, the Omega Cloak item for some reason shows up in the list of boots. It properly takes away another cloak if added, and you can add both the cloak and boots in the boots slot (both end up highlighted.) I'm not sure if it will upgrade properly or if it will affect other giant cloak type, as I'm just starting out. I did start a new game to confirm that it wasn

544 Replies 1,092,655 Views