Congratulations! Time to put those marketing people to work! [e digicons]:beer:[/e]
AlLanMandragoran
Hi HF - funky looking description there in the Undead sov tooltip. "+1 ISMdfasasdfOUNTED"
OK since Janusk isn't eligible I vote for Lith Seratta because of the dagger, chest piece, and that poison skull thing which deals poison dot. She rox early game.
@Tuidgy - I know #1 is possible. I'll defer to our 2 resident jedi masters for the others. [e digicons]:digichet:[/e]
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.
As a baby step I modded in leather armor on city militia. Testing it now, looks promising for early game rush and monster defense.
@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]
Alright I'll give it another go. Thanks.
[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]
[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.
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.
[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&
Sounds like a plan. I recommend just focusing on those things you find important to the story or game and share. In character is a pretty cool read. I enjoy these plus it helps get some key points across to the devs. [e digicons]:D[/e]
Hi Derek - can you please check the Timber Warg lair when looting? I've seen a couple times now where it says I find something, gives the audio of gildar, but I receive no loot. I know you previously fixed several other lairs that wouldn't give rewards - this must be a leftover. Thanks.
[quote who="Tuidjy" reply="14" id="3245531"]Entries above this post added. Janusk is ineligible (level 3)[/quote] Poor Janusk, always the whipping boy! [e digicons]XD[/e]
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
Many thanks!
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
Awesome sauce.
This looks great.
Hot diggidy dawg! Saturday night change log.
I vote for Janusk, well, cuz he's Janusk. He was our best buddy in EWOM for months and months.
[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.
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,
Very entertainng, thanks Brad! @Tuidgy - also ready your's, well done.