Ichthyic

Ichthyic

Joined Member # 6066129
9 Posts 38 Replies 456 Reputation

It would be cool if there was a scavenger hunt quest that randomly selected say, 5 items from the list of common items and the reward would be a random rare item. would give new meaning to grinding the low level treasure dumps all over the place. how hard would it be to mod something like that?

0 Replies 9,245 Views

btw, for those with a different problem (overheating because the game is not frame limited), someone suggested using Nvidia Inspector (google it) to limit the framerates. boy, did that do the trick! for a game like this, I don't need, nor want, 60fps all the time (especially on a vsync 60 monitor anyway). I limited it to 30 and my temps dropped by 50%! when you google it, you will find the latest install, as well as many youtube videos explaining how

4 Replies 4,796 Views

[quote who="GFireflyE" reply="9" id="3478505"]Moral of the story: Extra actions don't help you if your dead.[/quote] high init high crit. you're dead before you get your mace swung. whoever you are playing against, has no clue how to make init work for them if you are beating them with maces.

18 Replies 18,612 Views

[quote who="cocane79" reply="5" id="3478460"] Its the casters that make such a huge difference. Having 2 mages being able to cast before the enemy army...[/quote] oh, how I loved learning the awesomeness that was high crit flamewave. get your crit on your flamecaster to 50% (seriously, go assassin instead of mage; and use the heroic pursuits mod to get boosts to spell damage instead). watch entire armies get wiped off the map in a single cast. early on,

18 Replies 18,612 Views

I gotta go with the OP on this one. not that initiative is "broken", but it is overall twice as important point for point as any other statistic in the game, hands down. and i also agree that there are a lot of meaningless high level traits. so many that I spent days modding them so they made more sense, even adding the features that come with mods like heroic pursuits. no, a LOT of those original traits make no damn sense at all. OP is absolutely 100%

18 Replies 18,612 Views

[quote who="TrashMan" reply="5" id="3476631"]I did notice one bug tough - reloading a game too many times ma cause the sea/lakes to evaporate and the colors to become more intense. Just re-starting the game fixes it. [/quote] confirmed. same exact pattern I see, using Nvida gtx760 with latest drivers. very regular, takes about 7 reloads, and the water disappears, then the dynamic lighting goes. restart fixes.

12 Replies 9,686 Views

"The main problem is that Champions themselves are not terribly useful." LOL try out the Champion Bonanza mod. some of the champs in there can easily go over 100 attack by level 15.

26 Replies 96,261 Views

I notice that even with Expert settings, the AI does not get enough of a bonus to explore much if their territory pretty much has any monsters at all in it. usually, by turn 10, they are defeated by the monsters and cowering in their keeps, healing up. seriously, has anyone done a mod to basically just give the AI a decent starting army on higher difficulty levels? also, with each difficulty level should boost the level of the sovereign AI by 2. so, easy means they

1 Replies 9,459 Views

yup. this game is way easier to mod than the current AOW3, but lacks the tactical depth that AOW3 has. I like playing both, but have spent more time recently with this one, simply because I'm having so much fun modding it. but really... I think AOW3 has more depth to it overall.

3 Replies 11,261 Views

what is this "too many heroes" garbage? you do realize that in anything other than the very first scenario, you can disband them, right? pick the ones you want, get rid of the rest. what is so damn complicated about that? fame settings are just fine.

26 Replies 96,261 Views

[quote who="cocane79" reply="15" id="3478002"]Edit: just on a sidenote, the dragon you get as reward makes the whole game trivial. Also some spells really crush the AI. Thats kinda boring.[/quote] uh... you just defeated 3 dragons. if you can do that, the game already was trivial. in fact, the game IS trivial. many have worked to try and beef up the AI with mods, like the patchwork mod, with varying degrees of success. </p

17 Replies 29,883 Views

there is a mod out that adds a few new weaknesses, and several that are double the old weaknesses, with double the return (2pts instead of one). I've been using it for a while now; seems to work out well. just check Nexus mods for "more weaknesses"

12 Replies 7,326 Views

Edit. nevermind, I pulled it out and made a mod for it, then told it to use the proper ability reference... problem solved. it is broken like I said in the original though; it needs to be added to someones patch fix list.

1 Replies 7,542 Views

The thunderstrike ability that the star metal greaves are supposed to add does not appear. anyone know what needs to be modified to get it to work? i've tinkered a bit, but no luck so far. i notice it tries to assign the combat ability "thunderstrike" but there actually is no thunderstrike ability defined in the corespells.xml instead, there is thunderstrike_spell (which defines the air spell you get for air 3), and the thunderstrike_abili

1 Replies 7,542 Views

yeah, the game really does read EVERY file you put in the data directory, even if you change the name and extension! to get around the issue you are having, you need to keep your backups in a totally different folder a level above the data folder. otherwise, the game will try to read it, and you will get dupes. figured that out last night; usually you can just make a copy of a file and just the addition of "copy" to the name will cause the game to ignore it. bu

4 Replies 5,083 Views

OK, I managed to make dragons fly (wasn't too hard because you can add it as a bonus ability at level 1 for any creature). sure, they walk over the water... but close enough. so how can i get an item to add this ability to my sovereign? Ideally, I want my sovereign to be able to move on any tile when they mount a dragon mount (and lose that ability when they dismount). I've tried making changing the movement type of the mount to air, but no go.<b

4 Replies 5,083 Views

I actually prefer fire over air, and then boost crit chance. at level 15, with a bit of luck I have around 30 - 40 crit chance (depending on gear), and flame wave is just... brutal. often get an entire strong army completely cleared with one shot. The giant demon army at the end of the LH scenario? took out all the demons except the 5 that were fire immune in two turns... that's NOT using the "god powers", which actually did LESS damage. y

51 Replies 117,555 Views

I found Vertrar in the second scenario for FE:LH, but by then most of my heroes were at or near level 15. Vertrar is only level 16. wasn't much of a challenge for a party of 8 heroes. so, I pumped him up a bit... to level 90. yup. at level 90 he has: 1200 hps 97 attack (doesn't change) 165 accuracy (not going to miss) 160 spell mastery (forget about your average magic resistance; you need perfect magic r

0 Replies 5,759 Views

on the "light" side: well, if you plan to do a lot of casting (I love me some rapid fire high crit fireball action - with the right gear and a bit of luck, you can get your fireballs to do 150 damage on crits fairly often), make sure you get a water mage in there somewhere. Irwan is great (mantle of oceans is critical to have if you plan to cast spells a lot in combat). For the firemage... doesn't really matter; all with fireskill will work fine.<br

3 Replies 9,897 Views

as a tangent to your request regarding tactical combat mods (none of which I have actually tried), I'd recommend the modifications to movement tile visibility that have been done by abob101. they increase the contrast by varying levels, making it MUCH easier to see how far you can (or enemies can) move on a given turn in combat. so much less eyestrain! he put working links in this thread: <a href="https://forums.elementalgame.com/451184/page/1/#

5 Replies 15,846 Views

spells only. I had an ophidian as a unit for a while... until it was annihilated by a single breath from a dragon. immunity to elemental damages are listed individually for each element. if it doesn't say "100" under a specific element, it isn't immune to it.

2 Replies 21,770 Views