It's frustrating when you don't actually see the unit killed, but it is not in the same place and it didn't move much. I kept on Counterspelling the Dark Wizard's Despair, until a time came when he had two turns in a row! When I came back six or seven turns later, he was nowhere to be seen and there were not powerful AI units there that visibly were damaged by the Despair! I would love it if another player kills a monster unleased on the world by a random eve
StevenRLynchAbundanceThatIAM
That's the thing about PC games - they can be totally stable for some people and totally crash-ridden for others. There are just so many configurations of hardware components, operating systems etc. that it's almost impossible to get the game working on every system, and you are reliant a lot on the drivers the hardware and software manufacturers provide too. Some driver releases or combinations actually cause crashes. =)
Commanders with their unrest, research and gildar bonuses become much more obtainable and useful when using the Monument XP Bonus mod - one of my favourite mini-mods. =) Not sure about the Innovation amount should be, though.
The next patch. It didn't make it in time for the Monday patch just released, but all the other issues reported have been addressed I think. If you don't want to wait, open your Spell xml file in your favourite text editor - default place for this file is: C:\Program Files\Steam\SteamApps\common\FE Legendary Heroes\data\English\DLC04_Spells.xml if Steam is installed in the default spot, otherwise start from the SteamApps subdirectory of the Steam folder whe
I've been playing Gigantic maps (from a mod) on 64-bit Windows 7 (computer is 4 or 5 years old with a newer hard drive) and pretty much the only time the game crashes is when I've been playing for it a long time or when I reload multiple times without restarting. The in-game crashes seems to mostly happen when ending turn and then a building finishes.
There's got to be a way to save quest information so they can be completed after saving and loading. Note: I have not been reloading in this game (which is what I do as a matter of course in my games) except for crashes when I don't have a more recent save.
Having lots of HPs can protect your investment. Just recently, I had units get down to 10 or even 3 out of 300 HP or more. If HP goes to 0 you lose that unit and all its experience permanently. But if they just hang on, you can rotate them to a protected city and since they are high level, they will get a large number of HP back per turn (level x 2). HPs protect the investment in building and getting experience on trained units. Defense, resistance to elements an
Okay, thanks for the clarification.
1. I'm not sure if it applies to Slave Lords too, but if the leader (first unit) of an army is Men/Fallen, if you win all of the units killed count for bonus population. 2. The new lairs with the new undead units count as Men/Fallen for population purposes. However, the pre-existing Monster Skeletons and Banshee units don't (I'm sure about the Skeletons, Banshees probably are the same). The new units are Undead race-type, the old units are just mons
And is it an easy fix? I'm wondering how to change the Wraith defenders to Undead defenders, but I guess you would need to define them at all levels.
Yes, you can get over the cap, but it will be set to the cap when you end turn. Like most things, change in variables only show when the next turn begins.
Oh. I did think that they were combined, I did take only a short look though.
As far as I could see, the Undead race trait included all the abilities from both the DLC and the mod. That's the only thing that I checked, I haven't been using the mod since then.
When a Wildland "unlocks", all rivers in the previously wildland area are turned into plains, while still looking like rivers. This bug is very long-standing.
Repost from other thread: I noticed that the units file for the Undead faction, when downloaded from Steam, had an "a" as first letter before it's proper name. It's possible that that error caused another faction to be used, a bit like what happens when you use mods that add other factions and also use CoS, without full support for those other mods. If ot
I renamed it (removing the "a" which was the first letter) and haven't got the bug when Trogs are used instead that others have reported.
I noticed that the units file for the Undead faction, when downloaded from Steam, had an "a" as first letter before it's proper name. It's possible that that error caused another faction to be used, a bit like what happens when you use mods that add other factions and also use CoS, without full support for those other mods. If other references go to its proper name, then the error would prevent normal working of the DLC as it would not find the Undead units. I rename
I agree. AFAI am concerned this is a bug, and needs to be fixed.
Well, I tested it in two or three battles, and it didn't noticeably reduce the armor of the unit that got hit (right-clicking on the unit after it got hit). So if it's working for you and showing up in the unit details in battle, I don't know what's occurring. There shouldn't be any mod conflict because Enzo's Knife comes from the Loot Pack DLC and you are not allowed to include even the abilities in regular mods, AFAIK. Any other reports, one way o
If you do, the race abilities combine (I saw it), probably some other things combine too. I deliberately removed CoS so that they wouldn't conflict. When Heavenfall gets his new GPU, then he'll be able to make CoS compatible with the new DLC. And btw: congrats Heavenfall if you were involved in making this new DLC. =)
EDIT: You need to choose Undead as a Faction choice for your faction to use Undead rules.
But won't that mean that the heroes will require those traits too?
It can handle more spells that 6, AFAIK it just means they are not shown on the city bar. They still can be cast and do take effect. But you don't normally get more than 6 in a modded game (and the 4 essence locations are rare if not non-existent - with Scrying Pool and Oracle that's a maximum of 6).
Does it block further enchantments, or does it allow further enchantments but just can't show them on the city bar?
The thing is the Vaults don't sell all the items, they sell a certain number out of the ones available. We only want to unlock an item for unit design if it's also available for purchase.