Could you do catapults that move strategically but can't move tactically? Might be a small thing to use in building a siege meta. Perhaps make their default damage be fire or some such so we can meta around a resistance?
Gauntlet03
how about conquered cities lose population but you get mana. Also gain mana by razing cities. Add slaves to boot.
[quote who="rvgr" reply="6" id="3275728"]This does highlight one problem with FE: by the time the high level techs like catapults become available, the game is usually over. All those fancy end of line techs usually appear too late to make much of a difference.[/quote] This is what I've noticed, and I think the bigger mod projects out this all recognize and work to fix as well. We have a very linear timeline/tech tree right now. For giggles I raced straight to catap
The City Design, the fact that my buildings appear on the game map and the shape of a city can be important (blocking land routes to my other lands) is great. You can even rotate the buildings for aesthetic pleasantness.
Thought I'd open the discussion on Catapults a bit. There were quite buggy for a long time so I generally stayed away from them. I've recently been playing with them and finding that 3-5 of them with some support melee, I can win almost any battle with the AI. Enemy ranged units tend to target my weakly armored archers, but I've found them incapable of really hurting the Catapult, the Catapult's fire power isn't diminished by injuries, so I don't
I don't know, that is what I'll be attempting tonight based on the answers I've gotten thus far. NanakoAC gets why I'm interested in this. I think it would be interesting to have Outposts be both easier to defend, but more expensive and less spamable. (Or at least have high upkeep costs). A 3rd city type that gets placed anywhere, has upkeep and no resource production, and has its own defenders with some upgradable buildings will be tonight's
Wasn't necessarily thinking of implementing all three ideas at once per-se. Mostly number 1. Thank you for the answers before I wasted too much time on it. I'll play around with the city level types. I don't really want to place cities anywhere, I want Outposts to feel like (with investment) Castles. But maybe I can make a different city type that can be placed anywhere that doesn't produce resources and has upkeep cost. Thanks again guys
So I've been continuing to experiment with modding, I'm mostly focusing on custom faction traits, which of course spills over a little bit into everything, which is a nice way to learn I think. So in my dabblings I've got a few ideas that may be worth more investigation and was wondering if the experienced modders have determined if they are viable or not... 1) Outposts that have defenders ala cities. 2) Outposts that can build structures in
Have to add that I too disagree with 90% of this post. Strength trait exists to multiply the cost of using heavy armor without horses, and also to use one of those trait slots which is very valuable. Also, and this is nitpicking, I want less 'racial' traits and more custom faction traits. Only Quendar can take slaves is ridiculous to me. We all seem to want more weapon options and armor options early game. I agree with that as well. Right now its all... <
Do we have a new editor excel file for the new version, or can I still use the old one I wonder?
Appreciate the thought, but hopefully this mod will be for public consumption, so honor system no worky :)
Hrmmm have are we all stumped? Methods I've tried to circumvent the 3 point limit: Adding an ability that instead of costing points produced negative points- it magically appeared in weaknesses even though it wasn't classed such and I can only pick one weakness so that doesn't work. Adding a weakness, doesn't work because I can only take 1 weakness. Haven't found how to remove the weakness cap yet. Haven
Currently FE gives you 3 points to pick custom traits for custom factions. I've been tooling around and building new traits and such with higher values, so I was hoping to set the racial points pick to say 5 or 10 scale. But I can't seem to find where that is defined? Any help is appreciated.
Anyone else not able to get Train Slaves, Golems, or Juggernauts to work with custom factions?
Regarding 1) I meant 12 stacks of 4 units apiece. The Auto Resolve got a lot of use. I think you are correct in that my ultimate lack of victory was due to #6. Its hard to fight those instincts. Obviously, its first game, Second game, well we will see how I do. Thanks for the detailed reply. Again, great work, and a must-try mod for any Enchantress player imo.
Master's Affliction Mod has obviously gotten some good attention, and very well deserved. So well, I figured I'd add to the pile. I just finished my first game of Master's Affliction from start to end. Ultimately, while I feel good about the game and how I played, I can't count victory, as there are 28 turns left and no way for me to wipe out the last enemy. Played with: Fast Tech, Normal Monsters, Challenging AI, 4 Players, Medium Map, Moderate
Quick suggestion: Make the faction logo on the world screen 10-20% larger... I want to enjoy those darnit! Better Suggestion: Make the faction logo scale dynamically with your zoom, so that it is nice and visible at any distance. Fantastic Mod, should just be considered standard with the game.
Hey there, I'm specifically referring to lizard men as in from warhammer the miniature game: http://browse.deviantart.com/?q=Lizardmen&offset=24#/d2occbb http://jadeswolf.deviantart.com/art/Saurus-Warrior-68448921 Stormworld is great and ill be dissecting it (with masters affliction) to learn, but not the same.
Hey there- it occurred to me that I would love to see warhammer style Lizardmen as a race/civ in Fallen Enchantress. I'm a amateur modder, and just starting to dive into Elemental's modding. I usually keep to pure aesthetic items, (I do a lot of recoloring logos and the like). Used to do alot of stuff for Gal-Civ. So I'm confident I can get improvements, stats, weapons, and items to be fairly 'Azteccy' and get this going. I am
Hey there, so I believe that racial picks and weakness is defined in Core Abilities. Is this right, and if so, do you think it is possible to separate racial abilities into their own XML file instead of jumbled with the rest of the abilities in Core Abilities. Just Curious.
ItsIt's a perk for those who take Enchanters as a custom trait... A wonderful fantastic perk, in fact enchanters is arguably one of the best traits. it would be good to make the spell part of the tech tree or spell books so anyone could get it and reduce the awesome of enchanters. imo it isn't for patch for pioneer spamming, just a cool idea thrown in too quickly perhaps.
I play with expert AI and only survive early/mid game by abusing land raise. usually have 5 cities and first metal armor set when I bust out and start winning.
Agreed! I think fortresses are useful but you only need one with 2-3 essence. Everything else can be a town or conclave. I wish fortress walls and such were just choices as you level. Building the defenses takes too long and isn't worth it.
Is it endless if I win? It just went to credits... hrmmm
I experienced this as well. The catapult looked like it moved forward but it actually moved back. The model reset its location when I attacked it though...