[quote]Balance Attacking no longer consumes all of a units movement on the strategic map[/quote] Glad to see that obvious concepts can be acquired, finally. Thanks.
Furibar
Ok I got it. Thanks for your answer. Of course, I took what I wanted in " modders can now modify any elementaldef attr " and I chose to understand that I would be able to make MyElementalDefs.xml only containing the attributes that I wanted to modify. I had noticed that it doesn't work but I thought I just wasn't good enough to get it work (because it's so logical to think that another solution will lead to a conflict between mods ...
[quote who="abob101" reply="1" id="3341435"]See this: https://forums.elementalgame.com/434780 (The answer is yes).[/quote] Considering, if I'm not absolutly lost, that they said with the FE 1.3x patch that "ElementalDefs is now moddable" ... how can the topic that you linked be accurate ? The last "technical" contribution in this thread is dated in October 2012 ! Exactly, v1.3 patch notes say : <span style="font-size: x-sma
It's very easy if you're using mods. If not, I think you cannot create this kind of unit in LH unless you have a Commander.
[quote who="Frogboy" reply="10" id="3336855"]It's not likely to change back. We did this in order to balance against single mega stacks.[/quote] Ok ! ... And what about a tag in ElementalDefs ? [quote who="hedetet" reply="21" id="3337119"]For dealing with multiple stragglers and such scenarios, you can split up your stack into 2-3 smaller ones.[/quote] If you split an army having movement bonuses to grab something, you loose these bonuses for one turn when the army
Maybe I missed something, a thread in this forum or a game option, but ... I was happy that this "feature" had disappeared from FE (I don't really remember when and I don't know why). Anyone knows the reason why it is back in LH ? Or how to disable it ? I couldn't find any tag that could solve this in ElementalDefs. EDIT april 2013 Frogboy told us that they don't plan to change it back. A f
[Sorry for this but I can't read and understand all the posts of this thread, it's a bit complicated for me. ] But it is an important thread, even if we don't really know the reason why we're talking about this. Or do we ? I have the same feeling about the thread on the the strategic spells : what are the goals (meaning ?) of Frogboy's questions ? [e digicons]O:)[/e] Anyway, I just want to say that the outpo
[quote who="DexCisco" reply="88" id="3335472"]Another suggestion for outposts is to have pioneers build them, but instead of being used up, have them teleport to your nearest city and be immobilized for 10 turns. (i.e. they take time to build the outpost and then return to the city for new supplies) The 30 pop cost for a pioneer doesn't make sense for the building of an outpost[/quote] Would be nice !
It's exactly the same system than in FE ... unless I missed something ! I believe it's deliberate - though I have to admit that it's also a bit severe. If you don't hear the spell casting sound, you won't check your city stats and you'll miss this information during many turns ...
Bragni (I'm not sure that the link will be ok - just a dropbox) He came with his classical FE armor (excellent torso + helm) + a lightning ring, a new lightning pike (19 attack) and a new teleport skill !! (this skill is very fun, btw, nice addition to the tactical combat) He was level 5 and should not have been able to equip one of his magic items. My sov immediatly b
Empire's Wither is a must have and will become unbalanced as soon as you control ... let's say 3 death shards. Tremor, Freeze, Tornado and Cloud Walk are very very important on large / huge maps. As long as the AI don't use them, these 5 spells are all unbalanced anyway.
[quote who="Trojasmic" reply="57" id="3334701"] Quoting Vallu751, reply 53 I would like to use them, but the amount of city construction time has just never been worth it. Too high cost for the benefits. This. The city production queue is too precious to be used on the current outpost upgrades. [/quote] This is very dependant of the game pacing ; if you choose to play a very long game (epic techs) then the building queue is less
Outposts system is fine for me : I use them a lot and not only for ressources. For example, if I plan the foundation of a new city on a spot that will become, strategically meaning, a "hot spot", I take the necessary time to build and upgrade (at least with high tower and armory) an outpost near the future city tile, and then I send a pioneer to settle the city (having around, of course, some troops to defend the outpost zone). The only issue that I see with this outposts syst
@Parrottmath With all the work you have done on FE modding, you still find the time and the patience to write a cool and open minded answer !! I do apologize for grumbling yesterday [e digicons]:blush:[/e] I wouldn't have bet a cent on the militia defending the city against a dragon ! It is indeed unbalanced, but I think I will still love it when my juggernauts will meet AI's militia.
[quote who="halmal242" reply="53" id="3332157"]The AI can and will use this automatically as it is not dependent on actually equipping the Militia. This functions the same as the way militia weapons auto upgrade to the best weapon you have researched that they are able to wield.[/quote] Thank you !
I missed this one during months [e digicons]>:([/e] (It would be easier to find it on the Nexus or, at least, on WinCustomize ... even if you don't ask my advice !) One question, though, Parrotmath. When you say "This mod adds armored militia to defend you cities." : do you mean the AI won't use it ? I don't know why the AI would not be able to use these armored city defenders
One new spell for each faction. Their duration is limited but you can cast them as often as you want and stack them on an army ... if you are able to provide all the resources that are needed. Kingdom Spell Motivation : Cast for 30 mana and 5 Influence - Champion only - Unlocked with Ereog's Journal + Life II Empire Spell Stimulation : Cast for 30 mana and 15 Gold - Champion only - Unlocked with Ereog's Journal + Death II <s
I have the possibility (the duty!) to verify the stats of the units that I'm fighting The AI should have it too - and I'm talking of the duty :)
The priority is that the highly skilled modders get what they need to work ... for us ! They made clean lists of what they had asked during months, ok (and thanks in advance for your future work on this !). I have one request, for my own business. I'm not sure this would help them but it would save me hours : - give us a way to launch the game in a " test mode ", where we could, for example, reload the Mods folder The ga
The main goal of this mod is to create a new faction ability and to improve the cities defense system for the AI players. Engineering Faction ability (cost 1) : unlocks 3 unit design abilities, at Labor cost. - Builders will allow the unit to build an outpost. Unit disappear once the outpost is built - Settlers will allow the unit to settle a new village. Unit disappear once the village is built. The ability is unlocked with C
[quote who="mqpiffle" reply="19" id="3327824"]I suspect it has some hard-coding involved.[/quote] I would bet on it ! I've spent 2 hours on it before giving up, grumbling about hard-coding ...
What about casting a spell that would give the Tireless March bonus to a Sov/Champion, but that would also be limited in duration ? It would allow you to recover some real strategic opportunities (blitzkrieg, long range scouting, recruiting raids) with a higher cost than before, when Tireless March was too much powerful. Spell duration being very limited, you would have to manage your buffs carefully. That's the "spirit" of my recent attempt : Army Orders, at the Nexus. De
[quote who="mqpiffle" reply="167" id="3327017"]It's coming in the next update... [/quote] Wonderful [e digicons]B)[/e]
Many thanks for this excellent mod, and for the updates ! About the AI players ... they use your spells and the "basic" ones. That's why I think that the tuning of the AI part of your spells is good. But don't you think that they should cast more spells ?And, particurly, more "big spells" with high mana cost ? Considering that you introduced a x2 global mana cost (good balance for the entire spellbook, I have no problem with that), maybe we should try to help the AIs t
I've always been wondering if there's something like a "check each turn" with the spells Tremor and Freeze. Sometimes, and at least since FE1.1, these spells are shorter than they should be ; the target may have a chance of breaking the spell each turn by a resistance check ? Of course the Obsidian Golem would have a big chance of breaking the spell. But, as you said, you should have been unable to cast it ! So, anyaway, it seems there's a bug :) (most of t