[quote who="Fezziwig" reply="21" id="3429422"] While I don't agree with the overall suggestions in your post, I do agree that I'm getting frustrated that they have left us with some glaring bugs following 1.5. For the last month customer service has been null. I can only hope they get back to us in January. This game has been slowly approaching greatness, but I think they have kind of abandoned it at this point, which is disappointing. [/quote]
BuzuBuzu
I wish there was something like this in the game. I don't run into too many problems with the way the game places units at the start of battle, but there are some instances where a really squishy unit (newly built, wounded, tamed, etc.) is put right in the front and gets swarmed before I have a chance to move it. Another way to do this would be manual placement of units before each battle, but that could be quite tedious and your idea is much better.
[quote quoting="post"] rotate buildings (shift+mouse wheel) when manual placement is enabled. [/quote] That's an awesome feature I didn't even know existed. Being a little on the OCD side of the fence I'd be all over that like a fat kid on a smartie. Shame it doesn't work anymore though.
Basically, there is some kind of glitch with the ranged attacks. I've seen this before with mage units and it's currently annoying the crap out of me with the Panaca Archers. With the ranged unit active, I right click on a valid target and nothing happens. There is no attack animation, but the game doesn't lock up. I can still scroll around the screen and move the cursor but I can't click to select another target (the cursor changes to the one with the
[quote quoting="post"] Only compatible with my armor visual mod so far, but they do work nicely together. I am working on my Additional Races mod as well. [/quote] Does that mean I have to install your armor visual mod to use the AI mod?
My favorites for a while now have been the following: Snaking Mod Let's you build logging camps and piers even if you don't start next to a forest or river by snaking your cities towards those features. Makes city planning a little more intuitive and not wholly dependent on the city's starting tile. <a href="http://www.nexusmods.com/fallenenchantress/mods/
I've clocked in 219 hours in Legendary Heroes. The only other game that occupied my time in any comparable way was Civ V (142 hours on record). I just started a new game this weekend and clearly my appetite for this game hasn't be satiated. I really appreciate all the updates, it's definitely one of the reasons why I keep playing the game. The experience gets better and better. Thanks!
I would love some of the pathing bugs to get fixed in the next update. My pet peeve is the one where your units take huge detours instead of walking through cities, or when units refuse to exit from one side of a city and instead try to walk around to that spot from the other side of the city. I posted about this here: https://forums.elementalgame.com/450243/page/1/ I would also second every one of <strong
I had a similar experience in one of my games. Umber took over that wildland before I could even settle my second city. I think Deorcynsse migh be a bit of a pushover. Does any of the stuff in the write up for the wildland affect gameplay? I've only ran into it that one time that Umber took it over and didn't have a chance to explore it. It would be cool if your units were randomly teleported around the area every two turns or something like that.
What you're asking for is very similar to the way city combat was done in Age of Wonders which I really enjoyed. There, the combat maps were much larger, with a walled space in the middle and four gates leading out of it. The only way attackers could get in at the units inside was by bashing down the gates or the walls with gates being easier to destroy, and both wall and gates had increased hitpoints if made out of stone instead of wood. This mechanic actually made buil
Great news! I've been on the fence regarding these ever since I bought the game a month ago. The 4.99 asking price for them was a bit steep, but at 50% off I just bought them all.
Awesome! Like someone mentioned already, this sounds like a fantastic and free alternative to the Loot DLC which I think is a little underwhelming. Can't wait to try it out in my next game!
[quote who="webusver" reply="10" id="3422061"] The idea of auto-roads imho is a great help to AI. Yes, human player loses some creativity in gameplay with all roads that are created automatically. But being a great help to AI auto-roads are the great feature of the game. If it were possible to allow auto-roads only to AI and human player would need to build roads manually - this would be brilliant, but I don't know if this is possible. [/quote] That
I would second giving all pioneers the road building trait and removing automatic roads from the tech tree. I've posted about my gripes with automatic roads before. Sure, it would diminsh the Mancer faction bonus, but I think that roadbuilding should be a universal trait. As it is, I only play as the Mancers and roadbuilding is one the reasons for that. I also like the idea of another unit for building outposts, but I would call it an engineer instead. Make
[quote who="Raiddinn" reply="28" id="3421814"] I would take Air by itself over both Fire and Death. Also wouldn't need Death Worship anymore if you have Air, can trade that for a more powerful choice as well.[/quote] I think this is a topic for another thread but I'm curious, what do you get in Air that can replace all the fiery doom and maleficence that the Fire and Death spheres have on offer? There are many ways to play the game, but for a mage
[quote who="Fallenchar" reply="25" id="3421744"] Does your Sov only have 1 spellbook, Fire? That's...brave.[/quote] My sov also gets death magic. Infecting everyone with blindness goes a long way. I also like to give her that staff of souls that increases spell damage and lets you generate mana with kills. [quote who="Fallenchar" reply="25" id="3421744"] By the way, who or what is the 'mainlining heroin'?[/quote] Never wa
[quote who="kwm1800" reply="1" id="3421688"] My troops, especially militia unit, has heavily damaged and lost a lot of hps. Yes, they will regenerate as turn passes, even faster if stationed in a city, but it is very slow. [/quote] Despite having put in over a hundred hours into the game, this is something I didn't know. I thought the heal rate was the same for units in and out of cities, unless that city is a level three fortress with the 10hp per turn Infirmary
I always enjoy reading these treatsies, but must say that you've set the bar quite high for yourself. If all that is from only four turns, you may want to order some carpel tunnel splints ahead of time because you'll probably need them by the end of the write-up. Cheers!
[quote who="Raiddinn" reply="23" id="3421678"] Death and Fire magics don't really do a lot to mitigate unlucky starts, that's true. Why not just play with Life and Earth or some other combination that has a lot less downside potential?[/quote] I'm addicted to fireballs. I just can't help it. And if I can infect everyone with "Graveseal" first, it's better than mainlining heroin.
My custom sov is always a mage versed in death and fire magic for serving up arcane annihilation later on once I can get the casting time down. I've generally made my first champion into a commander because you're not guaranteed to get one later on and he's pretty useful just sitting around in the beginning while I level up my mage sov. A little later on I like the commander for making early units a little more accurate, as a mobile healing platform, and when not cam
[quote who="Leo in WI" reply="21" id="3421639"] Don't know if you know it, but the (I believe) Earth 3 spell "raise land" is your friend when you need to expand into swamp area. Cast that on the swamp and then you can build there.[/quote] Yeah, I'm aware of that and use it whenever I'm beleaguered by swamps. My custom sov specializes in death and fire magic though and I got really unlucky in that game with neither of the first two pairs of champions having any
Tiles with 4 essence are a bit of a gamble, but being so rare I always settle them in my games because it gives a unique experience and really boosts my mana production in the beginning (my sov is always a mage). But like others said, those tiles have very little food, so your expansion is pretty stunted in the beginning if you're an empire. When you manage to settle two more decent tiled cities and specialize them into a conclave and town, and get lucky with other magic schoo
I experienced this too in a tough fight when I got ambushed by wildlings following a battle with a harridian, black widows, and those eight legged archers. My army's great wolf (awesome unit!) was down to 3hp when the wildling shaman cast a summon. Usually they put it behind your lines where the squishy troops are and I spent a good few minutes mousing over every square there, paranoid that there was a glitch and that the summoned enemy was invisible or something.
Any of you guys know how the AI chooses which units to build? I know there's a preference you can set in the custom faction leader's xml file (AIMilitaryStrategy or something to that effect) but that just seems to make them focus on one weapon (clubber=blunt, piercer=spears, swordsman=swords, and archer=bows), with an extra focus on mounted units. But how does it choose between units within those very broad categories? Does it always try and build the most powerf
I noticed the same thing in 1.4 when an AI champion attempted suicide by running into an army of pack drakes. She ended up on the same tile as them. Screenshot below.