Crastiloowa

Crastiloowa

Joined Member # 5591234
0 Posts 266 Replies 136 Reputation

[quote]the old P4 1.6 with 1 gig goes to God.[/quote] Keep it around; you never know when there'll be a cold snap and you need an extra space heater.

58 Replies 172,061 Views

[quote who="Rudy_102" reply="55" id="3435537"]But indeed, I doubt they'll stop milkin that cow, bringing them golden eggs.[/quote] You win the award for the most interesting use of mixed metaphor! [e digicons];P[/e]

72 Replies 211,210 Views

OTOH, you only got 14 XP (for your sov) and 6 XP (for the units) for defeating a level 13 Fell Dragon... Maybe it was an illusionary Fell Dragon [e digicons];P[/e]

13 Replies 25,520 Views

The ".femm" files are for the Fallen Enchantress Mod Manager, which is a tool to automatically put the mod files in the right places and avoid mod conflicts. See here: https://forums.elementalgame.com/437003/page/1/ However, before you do this, note that the above mod (and the FEMM tool) is for the older Fallen Enchantress game, not the current Fallen Enchantress: Legendary Heroes. Parro

48 Replies 109,342 Views

[quote who="Guardianru" reply="227" id="3435158"]Does enybody know - are there cure from "city terrain"? [/quote] Curgen's Volcano :-) More seriously (though I'm pretty sure the above would work, it's quite expensive and has unfortunate "side effects"), you could try building an outpost and then razing it (haven't tried this myself, but it resets a lot of other terrain variables.) Personally, I consider this quirk as modeling the idea that settlers

381 Replies 1,647,764 Views

[quote who="GFireflyE" reply="28" id="3434639"]Commanders currently seem to misuse their unrest traits. Example: I have a Commander with Administrator I. This SHOULD mean that, when in a city, the unit provide a -10% unrest modifier INSTEAD of the usual -5% unrest modifier a normal hero receives when in a city. HOWEVER, when looking at the city details I see 3 separate lines in the unrest details devoted to this one Commander: A -5% unrest mod, a -15% unrest mod, and a -10% unrest mod (in tha

40 Replies 71,707 Views

[quote who="Jafo" reply="103" id="3434272"]It's Python. [as in Monty] ....[/quote] Ah, of course. Well, to bring things back 'round to the topic, then...

118 Replies 374,220 Views

[quote who="Jafo" reply="99" id="3434137"]Wenn ist das Nunstrück git und Slotermeyer? Ja! ... Beiherhund das Oder die Flipperwaldt gersput.[/quote] Google Translate says: When is the Nunstrück git and Slotermeyer? Yes! ... Or Beiherhund the gersput the Flipperwaldt. Babelfish says: When is the Nunstrück git and Slotermeyer? Yes! ... Or at Hamilton dog the the Flipperwaldt gersput. Worldlingo says: W

118 Replies 374,220 Views

[quote who="Guardianru" reply="183" id="3434217"]"UnitStat_BG_abilityspecials" and "UnitStat_BG_ability" - There addons for CoS as i see... with God and other unit types... Doesn't See any matter if i delete CoS items and doesn't have CoS mod working fully[/quote] Actually, these are the Unit Stat Background mod, which Heavenfall also produces (and which Children of Storm and Demons & Wizards among other mods are dependent on.) It's not solely there for CoS

381 Replies 1,647,764 Views

Counterintuitively, you can raze your +research buildings in the town to reduce the negative research. On the flip side, if you research lots of the +research tech then you can overcome the malus from Temple of Forgetting/Set in Stone, at which points the +research buildings become "profitable" again.

6 Replies 16,006 Views

[quote who="SOLOSOL" reply="6" id="3276552"]Talking about mounts, I would like to give a bear mount to a juggernaut [/quote] Try the Children of Storm mod - the Frost Giant faction can ride dire bears. [e digicons]:thumbsup:[/e]

9 Replies 11,062 Views

It's very hard to infer gameplay from a screenshot (especially one that doesn't show the user controls.) Graphically, though You need more variation in your celestial objects. Also, even though they don't need to be to scale, you should have some gradation in sizes to indicate relative importance - i.e. stars > planets > moons > asteroids. Right now your asteroids (I think) are as big as the stars, and it looks odd. Your system

25 Replies 84,994 Views

[quote who="GFireflyE" reply="26" id="3433703"]Came across a beautiful valley, Screen shot below. Was totally disappointed that I couldn't build a city within.[/quote] Probably would have been settleable if you cast Birth of Summer/Bloom of Twilight on it... [quote who="GFireflyE" reply="26" id="3433703"]- I just built the city Ithuane and for some reason that auto-road from the trading tech decides to connect to an AI city, Imperium, INSTEAD of proceeding north along the

40 Replies 71,707 Views

Note that it will destroy forests and resources on the tile that you actually cast it on (not surrounding ones.) The Raise/Lower set are some of my favorite spells! Useful for Making passes through mountains Land bridges "Reclaimed land" extensions for seaside cities, or "Mountainside demolition" for cities in the hills Swampland & Desert reclamation projects (as noted above) If you're mana-ric

11 Replies 21,046 Views

[quote who="Viperswhip" reply="4" id="3433626"]So the raise and lower spells are nice, but my question being does it erase the horses, gold mines or whatever that are right beside where you cast it?[/quote] No, it only affects the single tile you cast it on. Try it and see :-) BTW, with some more contorted snaking, you can also "enclose" outposts within the borders of a city, if you're so inclined. They're still not incorporated into the city itself, unlike

11 Replies 21,046 Views

[quote]I haven't played the game much but am giving it another go. What's the best way to clear swamp land so I can build in those spots?[/quote] Level 3 earth spell "Raise Land", costs 5 mana --> turns it into hills. These are build-able. If you want, you can then cast "Lower Land" (also L3 Earth, 5 mana) to turn it into plains, but this isn't necessary if you just want to place a city building there. Note that "drained" swampland is not necessarily

11 Replies 21,046 Views

[quote who="LordFrankoo" reply="80" id="3433410"]3. Editing unit creates a new unit with same name it does not override existing unit.[/quote] This is how it works already. There is a unique internal name that is something like "Spearmen_1235234" that the game uses to keep track of which is which, and then a display name (which is the one you specify.)

99 Replies 305,907 Views

[quote who="parrottmath" reply="178" id="3432854"]Problem is that if the wonder is destroyed for any reason, you would never be able to rebuild the wonder.[/quote] While it has never worked this way in this series of games, I would argue that this is what I would typically expect, and is more "realistic" to boot. That said, I don't think it's worth the hassle that GFireFly's implementation requires; none of the wonders in this game are really game-changing. T

191 Replies 533,050 Views

[quote who="cfehunter" reply="2" id="3432771"]I can only assume they decided to remove it for a reason[/quote] Not sure if this mechanic was specifically addressed, but there were many, many little "detail" mechanics that were stripped out because After layering all of them it, it was just too complex for most people to keep track of in an enjoyable fashion Lots of the small effects were swamped by a few big ones The small effects tended to average o

10 Replies 50,619 Views

[quote who="ElanaAhova" reply="18" id="3432470"] EDIT: I also ask if there is any way to make a copy of the disks (in case they wear out) or make a copy of the installed game and write to a DVD so i can restore the game if I mess it up modding?[/quote] Use some disk burning program (here's a link to a free one: http://www.imgburn.com/ but there are lots of alternatives) to create ISO images of your CDs. For what you are d

72 Replies 211,210 Views