Hi. I am running Fallen Enchantress 1.12 on Windows 8 x64. My problem is that after a little while (just a few minutes of playing) my fonts seem to loose smoothing/antialiasing/cleartype/whatchamacallit. I haven't been able to figure out if any particular action in the game is causing it. Most fonts remain readable, but the smallest ones get pretty bad. <a href="https://www.wuala.com/Quantumboredom/sync/doc/div/fallen_enchantress_fontbug-201
DRavisher
dante: Shards are supposed to increase spell damage, and also amplifies some other spells. For damage spells like fireball and the like, damage should be doubled with one shard, tripled with two shards and so on. It didn't work in 1.06, and it doesn't sound like it's working in 1.07 either. But if you use this mod (which is basically a patch for the 1.07 patch), the shards do work as they should.
There's a mod which fixes it though, here .
I didn't see anything about shards not working in tactical combat, so that one is probably still unfixed at least.
Hey Heavenfall, hope you don't take offense, but here's a few more parse errors in 1.4 :-P In HF106_improvements_KingdomOasis.xml, the second-to-last line is , should be . In HF106_spell_Shardproof.xml, there's an extra above the rallying cry spell. HF106_worldresource_PumpkinPatch.xml lacks a Even if it works with the errors, you never know when it suddenly
Very nice collection of fixes :-). Just want to report that Opera is reporting xml parse errors in several of the files. While I don't really know xml, they look fishy to me too. They are: In HF106_abilitybonusGreatWarriors.xml: There are two after one another, but just one In HF106_improvements_KingdomOasis.xml There's , but no </Improveme
Great that you've figured this out Gnilbert :-). I'll be fixing it tomorrow if a patch isn't out by playtime. Gnilbert can has karma!
What on earth kind of games have you been playing :-P. I've never seen difficulty settings done any other way than this. Setting the AI difficulty to hard means that the AI will be harder to beat. It gets economic bonuses and such. Same goes for the world difficulty. Edit: Also, if the world difficulty were set much higher than the AI difficulty, then the AI would get trounced by wandering wolves. So it's probably a good starting point to have the two difficulty
LikeTheWhirlwind: Just wondering, are these changes far ahead in time? Because if they are, I hope you guys will try and fix the current problem so that shards do amplify damage in manual tactical battles. I see now that the max damage listed in the spell book during tactical battles is reflecting the doubling of damages that shards should do, however this is not actually reflected in the damages that are done in combat. Computing the average over several attacks reveals that there is no diff
Ofcourse, but giving it another GiB to leak into is quite a bit, it should probably double the time to crash or more. I'll be sure to try it if the crashing isn't fixed in the next patch.
Don't think you can controll it, and they can use quite a bit. Haven't used auto resolve much myself, so I'm taking a break untill shards increase damage in manual battles. I'm a mage kind of guy so it's kind of game-breaking for me :-/
It wasn't in the changelogs, so I doubt it. Hopefully the next patch will have it. But according to others the shards seem to have an effect when you autoresolve the battles.
The way shards were supposed to work (and presumably do work in auto combat) as I understand it is that one shard doubles damage, two triples and so on. That's pretty dang powerfull I'd say.
The royalty sovereign background is currently my favourite since it doubles the rate of early city growth. If playing as kingdom, you'll want to get a palace in your designated big city as soon as possible. +7 prestige is a huge bonus.
I didn't do a lot of testing on that, but it seemed to me that with two air shards, chain lightning was doing no extra damage as well. And anyway, if UnitStat_NumFireShards was 1 when you had 1 shard, shouldn't it be zero when you have no shards, thus resulting in 0 damage? It simply looks like UnitStat_NumFireShards is not a working variable, but I'm sure the developers have a handle on it now that they are looking into it :-)
Yeah I too did not find the influential trait to actually increase the area of influence. Several of the civilization perks seem to be off to me. For instance, I do not notice more HP for my units when I have the bravery trait (I believe that's the one that should increase HP).
Really nice to see such a quick turnaround on the patches, great work :-). I was really hoping to see the spells in tactical battles fixed, but I guess I'll keep my fingers crossed for the next patch.
I've had horses a couple of times, but they are pretty rare. I find this to be a good thing. It's nice to have resources that not everyone is going to have access to in a game, adds a bit of flavour.
Thanks for letting us know it's being looked into MasonOfSparta, good to know you're aware of the problem :-)
Ok, the autocombat details I get. But I can't find a numeric listing for spell damage in the spell book (spell book = where you research spells right?), just the text that says up to caster int. Probably missing something obvious here, but could you be even more specific? :-)
Where's spell damage listed? And how do you see the damage done in autocombat? Or is that just inferred from the outcome?
If I do the multiplication by 100 as described I've seen damages above 1000, so it seems to work correctly here. Note that what I've done is copy the relevant file into the installdir/mods directory, and enabled mods in options. I've read comments that makes it sound like editing the files in place does not work.
Well, I too think a few of the spells are kind of powerfull for their price/level (raise and lower land should probably be level 8-9 or something considering that they can make strategic terrain decisions pointless). However I think once the AI actually starts using these things more actively, they will be putting up much more of a fight. The problem now doesn't seem to be so much that the abilities are there, but rather that the AI isn't using them. I'm looking forward to seeing what Brad ca
Hmm, as I said adding does make the spell super-powerfull, so the "!" is not making it irrelevant. Hadn't noticed any one else making noise about the low spell damages with shards, hope the devs take note and get it fixed. Currently it's my biggest gripe with the game. Out of memory errors every other hour I can live with :-)
You can also research one of the paths of adventuring to unlock other food sources. Food is supposed to be scarce though, you're pretty lucky if you can make a level 5 city without several others to support it with food.