Thanks, StevenAus! I meant to post about this in 1.2 and it slipped my mind! Agreed, any quests that give you a unit = fun!
NaytchSG
Hi DsRaider, I really enjoyed the scenario! It was quite fun and I like how you made research into quest loot. And I absolutely love your dialogue, it made me lol a few times! Your custom beast in the lower corner of the map was really cool (no spoiler, i hope i am being vague enough). I look forward to future chapters! Could bandits as a race unlock stuff for their shops based on other races tech advances? C
[quote quoting="post"] Now that the expansion has been announced and there has been some mention of tactical battles having a slighter bigger focus, please, please give the actual battlefields some love to make tactical battles more interesting. Deliberate elevation: make the elevation important (bonuses to range, critical, defense, etc) and make the elevation of tiles obvious at a glance. Ramps, cliff sides for where elevation changes, etc. Destructible elements (
[quote who="DsRaider" reply="6" id="3319484"]Hmmm, did you read the readme and place everything in the correct place? The maps go in Documents\My Games\FallenEnchantress\Maps Secret_ElementalDefs replaces Campaign_ElementalDefs in StardockGames\FallenEnchantress\data\English\Campaigns. I will do some more testing but it worked on my other computer. [/quote] The maps thing is what threw me, thanks! Got it now! T
DsRaider, I have downloaded the files and I can select your scenario from the scenario screen, but it crashes as it loads. Love the splash screen quote btw! I tried erasing the other mods in my mods folder, the units, etc. Any suggestions? Thanks. I was playing with ROTM and my summoner mod wip prior to loading your mod.
[e digicons]:blush:[/e] D'oh! Fixed in OP. Thanks! Loved your Grimoire, BTW!
https://www.dropbox.com/s/dwp5sx5prx95ecs/Summoner_Mod.zip Only via dropbox for now. Only strategic level summons. Working with already existing units except Magma Elemental which is a reskinned sand golem. [e digicons]>_>[/e] So wish there was a creature editor ala GC 2 shipbuilder... Will take any and all suggestions or already built creatures if you have some built. Eventually plan to have 5 summons for each shard type... &nbs
I'll be happy to join your gauntlet... well lets call it a parade, sounds more fun! Good points, abob101.
Wow... fixed on the same day! [e digicons]:O[/e] [e digicons]:thumbsup:[/e]
First turn, I settle my city, recruit a hero and she finds a +10 research bonus. Before I end my turn, I open the research window and pick Civics, end turn, no bonus applied and it shows I need to research 9 more turns. I check the Magic and Warfare trees to see if the RP went to one of those areas and none of my bars are filled. Thanks for the update and the constant improvements, I can't stop playing!
The fog of war reveal is annoying... if my unit spots something on auto-move a pause would be nice. Also it seems the FOW doesn't revealuntil my unit stops moving, even if the sov or hero has a +1 vision item.
1) Loot variety and scaling with monster difficulty, the occasional empty chest is fine but I am tired of finding rusty gear or at least let me convert it to metal or another resource in it's stead. Even +20 mana or +20 production points would be fun. 2) BobChillingworth's (Post#36) and mqpiffle's (post #31) observations about the diplomacy are spot on. Let me add that GC2 had a surrender empire to another player option and such an option for this game would be
[quote who="Nick-Danger" reply="5" id="3307077"]Another reason to never use auto-resolve is the sometimes profligate and unnecessary use of mana. I auto-resolved a battle where my troops greatly out-classed the AI, where it was just a matter of my strong troops meleeing a few weak skeletons, and the battle used ~250 of my ~500 mana (when I was gaining ~15/turn, so ~250 was a considerable amount). How/why spells were cast by my troops I have no idea, there was no reason for that.[/
I am actually more concerned for the AI... does this put them at too big a disadvantage?
I am making a Summoner mod and while play testing my spells, I had occasion to take fire shrills and garrotes into battle. On many occasions, I decided to hit auto-resolve. Not once in auto-resolve did the fire shrill use his firebolt attack or the garrote use maul. And these were not against one hit creatures and it did not show a dodge after a hit. I had wondered earlier about auto-resolving against Juggernauts and this may be why they are pushovers in AR, n
At one time these swords were known as blooding blades because young Trog warriors would head into the wilderness with them to fight and kill a bears. The was discontinued when much worse things than bears began killing the warriors. "kill a bear" singular and "The" of the second sentence should be "This" Thanks! Might I suggest: "Once known as blooding blades, these swords were carried by young Trog warriors eager to prove thems
[quote who="Frogboy" reply="101" id="3306514"] Well expect riots with 1.2 since the turn time is increased significantly on large maps because the AI is a lot smarter. That's the trade off.[/quote] That is a fair trade IMO. It just gives me more time to fold laundry in between turns! That'll make the wife happy for sure!
[quote who="Vendetta187" reply="97" id="3306371"]I opened a seperate thread for this discussion. This one derailed pretty bad from its original intent. https://forums.elementalgame.com/439133 Another good idea! [e digicons]k1[/e] Ahem... So, uh, Brad, how's the AI going? I was pleased to see a Death Demon leave his lair and turn AI Procipinee's Tenfell into Moria [e digi
[quote who="Malachon" reply="95" id="3306348"]Isn't the most obvious solution already in the game as a concept? If I want my units to have more soldiers, I need to research certain techs. If I want my army stacks to contain more units, I need to research certain techs. So, solution: allow all civilizations to start with a maximum of 3 cities, and add say 4 of 5 techs to the research trees to increase this number. Rationale behind it would be that it would take a more advanced c
My new vassal; he didn't get a chance to summon his own fiery wrecking crew, but the AI is picking your traits! Will load 0.95 tonight!
Awesome, thanks guys!
It's not that bad... Hit "B" to open the build menu, double-click each building to queue it. Not really all that different from single-click to queue, IMO. The other detail is that you can turn on an option allowing you to manually select the placement of each building, which pretty much requires a "click the list to select a building, click the map to select a location" model rather than queuing it on the first click.[/quote] I will check out your sug
I am sorry, I lost my note on the particulars, but there is a typo in one of the three choices available at level 4 in a kingdom conclave city. I tried looking it up in the xml but couldn't find it. Thanks.
"Etchings in the ice tell the tale of a man garbed in high priests , the servant of a titan who was seduced and betrayed his lord." He was wearing priests? lol High Priests robes, vestments or maybe: garbed in the vestments of a High Priest? ( because I'm scared of apostrophes [e digicons]O:)[/e] ) Keep up the good work!
[quote who="baddl" reply="3" id="3299016"]My list is still not complete. I forgot to mention the following BUG. Sometimes the production queue of a city gets reordered (i.e. messed up). I have not yet figured out exactly when that happens. Apparently it has to do with the addition of more than four buildings to the queue (more than fit into the visible area on the "build" tab) where some of them are external tasks from improvements on resources. It happens that du