Crastiloowa

Crastiloowa

Joined Member # 5591234
0 Posts 266 Replies 136 Reputation

"Deleting" it in that fashion will leave the XML behind, but it will change the "IsSovereign" flag in the XML so it doesn't show up as an available Sov. As an alternative to deleting the Sov/Faction, you could also edit the backstory in the XML file, if that's all that's bothering you.

5 Replies 9,202 Views

I was playing with this recently. What's really interesting is that the -100% multiplies the effect of any city +research improvements. So if you e.g. build a Study, you will actually net decrease your research rate [e digicons]X|[/e] (make sure to raze any such structures if this effect applies.) Now that's what I call some hardcore devotion to the party lifestyle! On the flip side, empire global research improvements (e.g. from the level

4 Replies 13,503 Views

[quote who="Primal_Savage" reply="5" id="3416086"]Wanderlust maybe? --> Quest maps are underrated, but you still need 100G to buy them.[/quote] 150 Gildar as of latest patch. EDIT: Not sure where I got that, but it's not the case.

18 Replies 22,336 Views

[quote who="Raiddinn" reply="25" id="3416073"] I have so far played without mods, so swamps still prevent me from building things. I snake all my cities, so it prevents me from putting crystals and whatever else inside the walls.[/quote] Note that you can convert a swamp into plains (or hills, etc.) via use of raise/lower land spells. That might help with your "snake to protect this critical resource node" scenario.

31 Replies 52,737 Views

[quote who="Primal_Savage" reply="22" id="3416054"]And I think CoS may have a race w/ no swamp penalty (Lizardmen?).[/quote] In the Stormworld (for base FE) mod, Greenskin and Lizardmen factions/races had no movement penalty in swamp. The Greenskin faction is not in CoS, and the Lizardmen race no longer has the ability.

31 Replies 52,737 Views

[quote who="Borg999" reply="6" id="3415973"] I have never every seen a shortage of clay pits though.[/quote] The first three LH games I played I encountered zero clay pits until the game was won (didn't check to make sure there weren't any off-screen in fog of war though.) Yay for isolated data points! :-)

12 Replies 12,393 Views

[quote]Conquering a city now reduces the city population by 75% (was 50%)[/quote] What was the motivation for this change? To make it even more likely that captured cities would be razed (perhaps the AI was having trouble knowing when enough cities is enough?) I didn't hear anyone complaining about this, at least in these forums...

137 Replies 247,114 Views
Reply to N/A in FE Multiplayer

[quote who="Primal_Savage" reply="5" id="3415808"]You may be colorblind if you don't see it...[/quote] Care to let us colorblind souls in on the secret?

10 Replies 3,390 Views

You can make equippable items unusable if you give them a GameItemTypeArtDef whose GameItemTypeModelPack doesn't specify the undesirably type of unit's unittype in a SupportedUnitModelType node. So you could, e.g. make an item that is not useable by Wraith units by not including [code="xml"] WraithFemale WraithMale</SupportedUn

12 Replies 6,967 Views

Raise/Lower Land preserves roads (since you can't actually create impassible terrain with it.) EDIT: gotta watch those ninja parrots :-P

31 Replies 52,737 Views

About the only one I agonize over is the level 5 fortress ones for smaller maps where you can't afford an "unrest only" fortress. The rest are usually pretty easily decided depending on where the game is (and some I basically never choose.) The problem with the "no unrest for *this* city" conclave/fort improvements at level 4 is that by the time the city reaches level 4, either I've already built them for this city or I've got so many other unrest reduction modifiers

8 Replies 17,567 Views

I don't know of it would work for a non-tactical ability, but the Staff of the Furnace (Staff_Furnace) grants the Flame Dart ability to a wielding unit using the UnlockCombatAbility tag. You might be able to: 1) Create an ability that grants the mana per turn 2) Create an item that grants the ability Again, haven't tried it.

844 Replies 1,924,214 Views

Note that for the most part it won't update currently active games - you'll have to start a new game to see all of the improvements.

4 Replies 4,725 Views
Reply to N/A in FE Multiplayer

Suggested replacements: "Security can only be ensured by the blade, and the willingness to use it." "The only certain security is a good blade, and the ability to wield it." "The security of the wielded blade trumps the feeble security of quill and ink." ...and, for the ironic among you: "Blades don't kill people. Badass ninja assassins wielding blades kill people. Have a nice day."

3 Replies 1,884 Views

For the record, I've been successful playing Fallen Enchantress (not LH) which according to Stardock is even less optimized for GPU performance, on a Vostro 1500 laptop with an Nvidia 8400 GPU (granted, with a lot of the graphical options in the game turned way down.) That machine's half a dozen years old or more. The above specs for CPU + GPU are much better, so it's not just a "poor hardware" issue. It seems like it must almost

49 Replies 34,678 Views

[quote who="onomastikon" reply="96" id="3413258"] EDIT: Argh sorry, didn't see that this thread is from the summer and had just been reanimated with necromantic powers. Sorry [/quote] Leftover effects of Halloween :P

101 Replies 554,199 Views

I believe the Morrigans' Call spell (+1 growth per death shard) is available from the start if you pick Death magic (based on watching a let's play). Does the outpost upgrade that provides the +1growth to the attached city work for Undead factions? Also - it occurs to me that a custom race with Undead blood + Death Magic (for Corruption to turn more shards into Death shards) would be a good idea.

14 Replies 19,395 Views

[quote who="Stridefar" reply="8" id="3413061"] Hi guys, I started this game in 1.3, but downloaded 1.4 when it was released. So the first time I used 1.4 I also used a 1.3 saved game. Everything worked well for several days in 1.4 but then the turns started to slow down and finally the crashing started. I did not continue to use the 1.3 saved file and have been saving 1.4 saves as new saves. Stridefar

49 Replies 52,972 Views

[quote who="StevenAus" reply="380" id="3412890"] If you do, the race abilities combine (I saw it), probably some other things combine too. I deliberately removed CoS so that they wouldn't conflict. When Heavenfall gets his new GPU, then he'll be able to make CoS compatible with the new DLC. And btw: congrats Heavenfall if you were involved in making this new DLC. [/quote] Can you be more specific? I really enjoy CoS, and I'm considering gettin

544 Replies 1,092,663 Views

Just to play devil's advocate - what should happen to any milita defenders that are wounded and/or killed in early "rounds" in later "rounds"? Should they enter the next fight at full health, or should they start off injured (or dead, as the case may be?) From the perspective of maintaining verisimilitude, they should retain injuries (or stay dead), but probably from a mechanics perspective (this is a handwavy design thing to prevent the old-school option of actually buildin

14 Replies 9,007 Views

[quote who="XWerewolfX" reply="110" id="3412676"] Why not drop it all and just call the franchise Legendary Heroes?[/quote] From earlier in this thread: https://forums.elementalgame.com/449294/page/1/#18

123 Replies 644,768 Views