nothing to see here
dangerlinto
[quote who="Kongdej" reply="6" id="3328735"] @Dangerlinto, Try reading the original post again, the subject is based around the AI ignoring these rules, so while you can change how the rules work, it wont matter since the AI will still ignore them. Sincerely ~ Kongdej[/quote] Oh I see. I suppose it's annoying in that regard. I just liked almost equal footing.
[quote who="mqpiffle" reply="2" id="3328689"] No. You can't.[/quote] Maybe you can't. I wouldn't know why that is... I can (click for larger) <img src="http://www.classicquarter.
You can mod this in ElementalDefs.xml
Or you can just save the game, load get one turn's worth of resources, save again, and load, and be on the same turn with a lot of resources. I've yet to see if the AI players also get the turn's worth of resources.
[quote quoting="post"] Hi new to game running through a scenario that has the story base thing I have a quest from a khag who wants me to get him 15 bits of metal in exchange for the main crystal piece for the main questline. This is where my frustration begins ive been all over the map and cannot for the life of me find any metal my capital no matter what i do or click on appears to have 0 metal and 0 production points and no way of obtaining it from there so wth do i do? [/quote
I don't have the screenshots available right now, but gone are previous yields that might get a really good city going. Basically, you'll never see a 4/4/2 tile anywhere on the map, because that's a tile Yield of 10 - they don't seem to exist anymore. I generally only play temperate maps, so it's entirely possible that it has to do with just that map type, but having had a gander at the XML, that seems unlikely. Proceeding to try and mod in
Are you sure it wasn't acid spit? Just making sure...
I experienced the same problem
I hate making this suggestion in this forum, but it helped me immensely with the Wildlands problems. Go into the game files and edit Wildlands.xml - Comment out any of the Wildlands you don't like Then go to the CoreStamps folder and remove the XMLs starting with "S" and "W" for the Wildlands you don't like (they are named appropriately) OF course, make backups somewhere else on your computer if you want to feel safe This will make sure that random maps
I spent an awfully long time fixing up the champions to do exactly what people here were complaining about. The only champions worth getting were level 1/3 champs with a few outliers (Naddi Arena's outfit is worth it, for example) I also fixed it up so that the champions would drop a lot more of their own loot if you defeat them (as a lair, not in combat after being recruited).
1.29 made things MUCH worse on my computer. Everything crashed the game - Loading, saving, starting a new game, ending a turn. You name it, it crashed it. I'm going to reinstall fresh from 1.2 with no mods, then go to 1.29 and see if it does the same thing. If yes, at least I'll have the 1.2 full download on my computer for a resintall
Something I didn't see mentioned, but I think is essential - I really feel like if you are going to be crafting, you should have to have a sovereign in a city do the crafting, and the quality of the item should be directly related to spell mastery... ... then I might be actually tempted to take a spell mastery trait. Also, research in the Magic tech tree should provide additional abilities. Make these two inexorably tied so that you cn't either a) race ahea
So much good in here. I can't wait. Normally I'd post a wall of text but I'm left simply grinning here.
1. QUICK LOAD. There is a quick save button. How hard is it to make a button that loads that same game! (Yes, I like reloading) 2. City Level up. All the info AND The ability to scroll around, please. At level 1, it's so vitally important to know how many shards a city MIGHT connect to to take Conclave or how far it is from other cities that Town is a better option for the ZOC 3. Stack movement control. I HATE it when my Sov is on
Just some suggestions: Conquering Elemental nodes must be MUCH more tightly integrated into the hero system. With the exception of mages, so very little of what a hero can do/have is based on this. And it could be more intertwined even for the mages and the spells. Everything in this regard needs to be ramped up, which would immediately make a bridge between the roleplaying aspect and the civ-building aspect. By the same extension, every node should also be an elemen
Here's what I would work on: More of the good, less of the bad. Oh I know that sounds either obvious or obtuse, but in my opinion with E:FE you've put too many obstacles in the way of making a great game. The chief example in this area is how you've let the backstory of the Elemental world dictate several game-play options (or non-options, as the case may be). When i cracked open E:WOM, I played the campaign for 3 or 4 maps and then quit and
Not to mention that the special Shard sources from wildlands are also aquired by building a "Monument"
I hope and pray to see that quest every time I click a quest map... Games without the magic pony are simply not as fun. (Note to self - mod new custom faction that has access to the magical purple pony. Any and all new internal references to be prefixed with "Xia")
[quote who="Heavenfall" reply="11" id="3278669"]They're crucial to me as you'll face enemies with 40-50 spell resist at the end of the game.[/quote] Yeah, you can't waste 5 turns trying to cast blindness or shrink on a dragon with a 20% to get the spell through.
Could be an algorithm that works poorly on lvl 4. For example, if you told the AI to always on lvl up pick Rares over Uncommons over Commons, and then if there were more than one of those, told it to just pick from the top of the random list, this would be a fine (if simple) algorithm for AI Sovs EXCEPT on lvl 4 where it would always pick Assassin.
+2 is just +2. So 77 would become 79.
[quote who="Tuidjy" reply="7" id="3278573"] Quoting Humility, reply 6Hummm,I'm not sure General do gave sovgaon or even hero, I think it's only work on normal trained troop..., not hero or himself... Henchmen cannot have "general", their version is only 10%. Trainer III adds up to 50%, thus a total of 60%. But "general" definitely affects everyone, including heroes (sovereigns and champions) and sidekicks (henchmen & scions)[/quote] <
I love this changlog, b/c I beat up on a Storm dragon just before the patch and then actually beat those damn ophidians just south of the wildlands after sweep and crushing blow started working on them!
[quote who="Lord Xia" reply="2" id="3278424"]Derek, maybe you should tone down some of the items level restrictions, a lot of the items that have level restrictions that are very high have had their damage reduced and now the level restrictions seem silly.[/quote] Druss Sword. That quest is easily finishable before lvl 18. In many ways you are better not finishing it. It needs to be lowered.