[quote who="DeimosEvotec" reply="8" id="3615752"] Yes the Ai will shoot guardians and escorts even if they don't have a single weapon. The most exploitive setup is: escorts completly filled with defenses and no weapons and capitals filled with weapons and no defenses and supports with buff/carrier modules. I can list you all the target priorities: (def something = things shooting your something) Interceptor: Guardian -> Escort -> Support -> Interceptor -
General_Jah
[quote who="Cat_Fuzz" reply="9" id="3615753"] Again, my mod (I should really upload this) gets around this by making sure capital ships are prioritised by both escorts and assault ships. If no capital exists then assaults will target escorts and escorts will target assaults, leaving support, interceptor and guardians as the last ships they target. In this way ship combat isn't as exploitative unless you alter your ship class in the editor (which I personally feel is an exploitative m
[quote who="DeimosEvotec" reply="10" id="3615757"] Yes, I have to agree with you the current system is silly. I don't get why they would allow manual designation when their target priorisation system can't handle it. [/quote] What do you mean when you say their target prioritization system can't handle it?
I've been trying to figure out the usefulness of a guardian type ship. For example, if I built a ship that was purely focused on defense and set it as a guardian will the AI actually target it since it has zero weapons and threat, just because it is a guardian?
Good input on their possible advantages, thanks.
I've unlocked medium ships and have been reading around online. I cannot find really good info on how the battle mechanics work but it looks to me like building smaller ships have zero advantage? Why wouldn't you want to build the largest hull possible with the most hitpoints? Could someone explain what role ship speed in combat plays? For example, with current game mechanics, is it really that much harder to hit a smaller ship
I play on my laptop as well as my desktop and what is really frustrating is my games do not seem to save to the steam cloud or if they are they are not loadable on either device. I have checked to ensure steam cloud is running etc on both machines and have never had this problem with other titles. Does GalCiv3 support this feature or am I doing something wrong?
[quote who="seanw3" reply="821" id="3293842"]Try running the game as admin to see the mod changes. Sometimes the game needs this to check for new xml.[/quote] I ran the game as an admin and I did copy them to the folder you mentioned above see screenshot below: http://screencast.com/t/SlEajcrI
Hey guys I was hoping to get some help on the installation of ME. This is my first mod i've installed for FE so I'm kind of a noob. I followed the instructions in the installation doc to the letter, basically extracting all the files into the FE directory. But when I start a new game its the same old factions and no indication the mod is running. I have the mods box checked in options. I've als
[quote who="Austinvn" reply="11" id="3285040"]The more accurate complaint would be that most spells are situational. As everyone already beat me to saying, cull the weak and paragon are both useful to the point of being overpowered, in the right circumstances. There are situations where a single spell turns the game around for you, but there are also situations where a few dozen very specialized spells do you no good, and you're better off just meleeing something. I think every
Also bash never seems to go off for me, how much damage a hit were your guys doing towards the end? trying to get an idea on bash %
Awesome write up! As a new player you just helped me wrap my head around the game mechanics tremendously! couple of questions though 1) why the hammers? Is it because part of their damage is lightening that gets through the def of the enemy ? 2) your strategy seemed centered around leveling up some early units to the point they become unstoppable. Is this pretty much a must have element to play on the higher difficulties?
I've just started picking up FE and played EWoM. It seems to me most of the magic spells are completely worthless or under powered to the point who would use them? Take a spell like Paragon. I'm really going to use 90 mana a cast to reduce my sovereign hp by 5 and level up some silly champion? Cull the weak - really, waste a whole unit for 20 hps in a fight? Even a spell like heal which you would think wo
guys i cast some spells on my hero that are draining mana each turn and I cannot figure out how or where to turn them off. Could someone help me out with this? :) thanks
I am wanting to install some of the best mods for FE and the find the ones that are finished or at least not buggy/imbalanced. Any suggestions on where to find some of those? I didn't see a mod thread or anything on the forums. thanks
Great thread for new players, appreciate the work!
Great job on this mod! I want to report a bug with the undying dragon event. If you autoresolve the battle the dragon breath does 0 damage and you can defeat him very easily. I've been trying to destroy him and man is he hard, at least at the tech level I am at in the game. He has already taken down one of my cities with no rest in site! :) I just need to save up enough magic to defeat him wi
[quote who="seanw3" reply="12" id="3005719"]Go to the Workshop from main screen and download my map, Prirod[/quote] Thanks for the suggestion. I agree that random maps are usually just that for balancer purposes. I would much rather play pre-planned maps that are actually balanced or at least have some plan behind the strategy you shoudl take to win on them. As for the original post I am finding this game ridiculously easy with absolut
I was able to get the mods working - thanks again!
Thanks again Steven, I copied over the existing folders there for artifacts and expanded factions. Looks like this http://screencast.com/t/Y3vqhv12Zp Hopefully it fires up this time! :) Btw do you know the link to a decent guide to the game explaining the core features. I've found the manual pretty lacking.
Hey guys I cannot seem to get mods to install right for EWOM and would love some help. The three im trying to install are 1) After the war 2) expanded factions 3) Artifact 5.8 Here is what I've tried to do: 1) extract after the war files into my root diretory of the install - see here http://screencast.com/t/ZSLcwoxJz 2) created a '
[quote who="StevenAus" reply="11" id="3041239"]I would strongly suggest skipping the campaign and downloading the After the War mod, and the sub-mods Expanded Factions and Artifacts. Just make sure you turn mods on in the game options. I think the combination of WoM 1.4 and After the War and its sub-mods make the game quite fun. [/quote] Hey Steven, Thanks for the suggestions. I downloaded and installed them by copying the folde
How do you guys suggest a new player gets the most of this game? I didn't buy it at release because of the horrible reviews so i decided to pick it up and give it a shot with all the patches. So far it doesn't seem very intuitive. I am playing the first campaign and it seems ridiculously easy and linear. Maybe I am on the newbie campaign? I find it extremely annoying that when a building is completed in a
Hey Kryo, that link has been down the past few days for me, is it still valid? Also, it's been over a week and I still haven't heard from Stardock on my ticket. This really sucks as I've been wanting to play the game a lot. Do you have any suggestions on how to expedite getting in touch with someone from Stardock?
great, thanks. I just submitted a ticket and have gotten the auto response.