XXL with ecomental - lush and ecology
jutetrea
Fun fun, playing as shadow adventurer. No real issues so far, except I'm easily topping the AI's (my 70 pwr to their 50ish pwer), met 4 so far. I haven't had any issue with expanding. using the XXL maps from ecomental mod. I also REALLY miss enchanter/scrying pools. Since custom factions aren't recommended not sure I'll try one. Also, town level ups and custom sovereign choices are still kin
i Don't really want my starting city to have less than 3 material, there is a spot in the elementaldefs.xml where you can set the minimum for material. Didn't see one for essence though. Even with the below I still CTRL-N a few times till I get a 4/3/2 or something. I like 3 material and 2 essence on my starting city. I'll sacrifice an essence for a 4/4 or maybe a 5/3. Production seems much more important to me early, and vanilla city level ups
I do want to add to my above post. I broke my game somehow and decided to re-install. Set up the mod manager and I'm now playing stormwind or stormworld...the other big one (mod manager is slick...). Anyway, I really miss a lot of the smaller changes - changes to enchantments, changes to custom sovereign jobs and abilities (supreme commander is awesome, +1 move rocks), town upgrades and buildings. Miss the Unit abilities as well In h
FYI - the info slightly above that a) we need all fields filled out and b) it pulls from the zip files themselves was really useful. With that I didn't even have to take advantage of the guide (sorry). With that said, VERY AWESOME. Was playing MA for awhile with a mishmash of mods, finally did something that broke my game. Re-installed, installed the mod manager and the associated mods - bam, now I'm playing stormworld with a bunch of mods I hadn&
Nice, will follow. Also, please look into the mod manager to get it to work with that. Set that up today, pretty snazzy.
Curious as well.
Playing it on the Anthys map - which I don't think is affected by map settings. So with Dense magic, I've found a total of 5 or 6 shards. I've been playing like 10 hrs, finally got a good base cleared out and have 5 thriving cities. Couple points: On the Anythys map wildlands are weird, no definite borders and you can settle them immediately. Mobs seem to roam a bit but stay generally at home.
To save before autocombat - less for the potential casualties than it seems like occasionally it will blow the vast majority of my mana. No auto, use mud spell - longer fight, no losses, around 15 mana out of 500 spent. Autocombat, 1 casualty (archer), and 450 out of 500 mana spent. Whoa, reload - manual.
How powerful the mud spell is... juggernaut? no big deal if he can only move one and I have ranged.
Will be trying shortly
Basic question - am I installing to the mods folder or the actual installation folder? In neither do I see an "Improvements" folder in relation to this line in the directions: "Now download the link above and unzip it. In the file is the modded version of the core file. Take all the files and copy them into FallenEnchantress/Data/English (except CoreImprovements and ArtImprovements, those go in the Improvements folder; Techs and Techs_Amarian go in the SP_Only folder.
Do you plan on adding "mod manager" support for this mod? https://forums.elementalgame.com/437003 MA looks awesome, and I'm about to install it. At the same time I really like the idea of being able to check/uncheck installations. THere are 30+ pages here, so I'm assuming its been brought up before, just reiterating. Now to figure out how to install without blowing too many things up.
I don't want to nerf Jugs, I just like the idea about giving them a bit more flexibility. For me they are nice, but very limited - primarily in terms of mobility and defense. Which isn't necessarily a bad thing. But I would like to reduce their power, keep maul and add mobility - so they don't hit as hard, but i can use them more often. Or alternately, reduce their power and add some defense so I don't have to heal them as much.
Definitely possible. Currently playing a huge map, 10 factions - 6 of them randomly ended up being custom factions. Faction I specifically built for the AI - Trog, master scout, warrior, trained i think, lucky and vulnerable to magic, sov with armorer - is dominating the map. I'm currently at the bottom of the power heap with 150 and he's at the top with 350 out of the 6 I've found. Scary, but fun.
random ideas: Disable all city output/growth when building a pioneer - all efforts towards expansion! (i.e. no research, cash, growth, mana, etc) Each city ALWAYS has people that want to migrate, so there is ALWAYS a non-rushable pioneer building that is worth say 20 pop. Once completed it becomes a stationed unit. Each city can only have 1 active at a time and production of the next does not commenc
doh, too long open with no response :)
sure it doesn't say 10% growth? so if you have 1, I don't think you'd necessarily see it. I think the hearts have different factors, know which it was?
I'm guilty of doing the bare minimum on defense/troop buildup for as long as realistically possible. Buying off enemies, setting them at each others throat, etc Then when I get my power base settled, my fortress updated a bit, a moderate amount of research THEN I start producing troops. In every game so far, up to ridiculous, I've been able to do that and once I start building mounted knights and archers (primarily archers with champio
I would like to have something where I can say "I've essentially won, I'm unbeatable. Now lets see my score (which isn't kept!!!) and make it tougher). i.e. I'm at the steamroll stage, I'm set up and about to finish the game - now give me a real challenge to finish things off. I'd like that type of interaction, I've won against the AI, now lets see what my winning strategy can do against (fill in the blank with something crazy)
[quote who="Lord Xia" reply="52" id="3286111"]The problem with the balance of the Pariden and Resoln races, is this: If I am going to create a custom faction, what are my options? Men, Trogs, Ironeers, and Quendar have useful bonuses and a special troop. Why, for any reason pick Amarians or Wraith as the race to form your faction? There is really no good reason, so in this, the lack of balance limits my choices. I'm not saying make them all completely equal,
I likee. Stupid thing takes awhile to play out and its pretty addicting, so its been eating up my nights. Been wanting to try a few things and keep "1 more turn" ing it
Agree with the OP
Highly addicting, fun game. Don't balance too much...
FYI - just tested. GUILE (double influence) does NOT stack with Heroic. i.e. you don't get 100 per quest, just 50. I tried a Guile, Heroic, Master Scout, vulnerable to magic Trog civ with a diplomat Sov to buy their units away. Just tested it out, bailed when it didn't overpoweringly give double influence :)