AlLanMandragoran

AlLanMandragoran

Joined Member # 4231613
1 Posts 394 Replies 22,236 Reputation

@Tuidgy - I know #1 is possible. I'll defer to our 2 resident jedi masters for the others. [e digicons]:digichet:[/e]

67 Replies 44,172 Views

Here's what I would try. Delete C:\users\ my documents\my games\fallenenchantress Delete c:\programdata\stardock\elemental-fallen enchantress Delete c:\program files (or program files x86)\stardock games\fallenenchantress Perform reinstall Set FE to run as administrator If this doesn't work I'm not sure what could be done next.

14 Replies 3,663 Views

As a baby step I modded in leather armor on city militia. Testing it now, looks promising for early game rush and monster defense.

67 Replies 44,172 Views

@Parrot - how did you run it in admin mode? @Black - to test this I copied my modded coreunits.xml from mods and moved it into english folder. I then deleted the mods coreunits.xml, loaded the game up, and my changes aren't showing. Sounds like I need to get this admin mode thing nailed down. [Edit] Ok, thanks. Figured it out. Admin mode worked for me too, yay! [e digicons]B)[/e]

37 Replies 26,178 Views

[quote who="seanw3" reply="24" id="3245706"]No luck, still don't get trees. [/quote] Derek never closed the loop on my issue so I don't know how they ended up fixing my deal. Sorry. [e digicons]:S[/e]

37 Replies 26,178 Views

[quote who="Lord Xia" reply="43" id="3245705"]Despair? Fucking Despair!!! Please say that Despair spell that the Dark Wizards cast got nerfed. It wipes out whole parties, troops and champions alike, often in one hit. [/quote] Derek cruelly named that spell appropriately. It's a rage quit spell right there.

357 Replies 615,536 Views

It is odd - I did some simple name editing before I went hogwild with the city defenders just to check it out. Anyway, I edited the corefiles directly and the changes would not take effect. So I copied the corefile, moved to mods, and then my name changes worked.

37 Replies 26,178 Views

[quote who="seanw3" reply="6" id="3245649"]There is a function called MaxSum to get the city defenders to be auto-equipped with the latest tech in armor and gear. You can simply set this up for every unit, but change the default gear to include a leather breastpiece. So, once leather researched, they will get a full suit of armor.[/quote] Gotcha, thanks. I'm testing a full suit of leather and wooden shield at start for all melee militia. I left the archers alone for now and haven&

10 Replies 5,188 Views

Quick question and I apologize in advance for the newb question. If I have two competing Equipment tags, the first is let's say the leather breastpiece for torso, and the latter is some shirt for torso, the latter will override the former? I ask because I couldn't get the breastpiece defense to apply to a city defender but I think I figured it out. [Edit] Nvm, figured it out. Gonna start with decking the militia out in full leather and wooden shield, may take it down

10 Replies 5,188 Views

Inspired by Sean's City Defense post, it got me thinking. Is it easy to mod the game such that, when a faction obtains leather armor and wooden shields, to have their city defenders always use leather and wooden shields (instead of nothing)? I would not want later upgrades like chain and plate or any magic items to apply. My logic here is that: Balance early game to make rushing difficult - leather armor should do the trick Since leather doesn't require s

10 Replies 5,188 Views

[quote who="Derek Paxton" reply="14" id="3244881"]Got it, I already have a bug in on the AI being able to stack non-stackable spells. I tohught the screenshot was from a player instance (a new issue). We will look into it, thanks.[/quote] Thanks, Derek. Sorry for not being clear in the OP - it was late after a marathon of playin' yesterday and getting 1-shotted ended my "just one more turn" epic run. So I was hasty in the post.

14 Replies 8,322 Views

I agree. As someone who's been around long enough to remember the evolution of EWOM (no milita and the old tactical maps that had fences and such where positioning was important), city defense feels lacking. Fortresses look awesome with the stakes or walls, but when it comes down to it it plays like any other battle (but with city buffs). My Issues: I think there is a 9 unit cap for each side in tactical - thus if you have 9 units defending and 4 militia,

67 Replies 44,172 Views