Some wishlist fixes/changes: Please fix AI units in tactical being able to stack units on the same tile. The happens especially with ranged units who hit the edges of the tactical map. The auto-defend HUD graphic is really wonky: it rarely accurately shows the units actual auto-defend state. In some cases, two little shields are shown on one unit. When a strategic unit arrives at it's go-to point at the end of a turn (after hittin
mqpiffle
Go to war with all factions you meet and let them come after you.
The city-style is the same as all of the Empires, so I don't really understand what the gripe is there. The militia being Resoln is definitely a bug. The way I've been growing my cities is to go to war with basically all factions and let them come at you. Fielding an army with The Dead is not a problem because trained units don't have upkeep costs. It kinda seems like The Dead need access to the Corruption spell somehow to help with growth - maybe they
Legendary Sovereigns Professions and Talents This mod is currently under production. More information to follow. Synopsis In Legendary Heroes and Fallen Enchantress, creating one's own Sovereign to potentially unite all Kingdoms and Empires under a single banner is an exciting and enduring part of the game. Choosing traits, professions, sta
ignore.
[quote who="korn469" reply="1" id="3399902"] I hope you don't become just an iOS developer. I hope you guys come to droid[/quote] I agree. Please port these games to Android. I would buy them all.
[quote who="iceboy105" reply="56" id="3392075"] Update for LH?[/quote] You can use this mod in LH if you desire.
[quote who="Derek Paxton" reply="3" id="3395164"]16. Yeah, we talked about that. The problem is a UI one of trying to figure out which outpost you are upgrading. We ignore that for resources because its unlikely you would have multiple resources of the same time by the same city and all resources are global (so it doesnt matter as much which iron mine you upgraded). Outposts apply local effects so your suggestion wouldn't work out as well.[/quote] How about a subtle floating indic
I compiled this list a while ago. Maybe some of the ideas in there could still be of some use to y'all? https://forums.elementalgame.com/442451
+1 https://forums.elementalgame.com/442451/page/5/#3351901 (first suggestion listed under Main Strategic UI)
I've been finding that on tactical maps with obstructed terrain (mountains, forests, chasms, etc) that often, melee units will get stuck behind the obstacles, apparently in an effort to reach their target by traveling the shortest route rather than move around to reach their target. I haven't seen this in previous versions. In the image posted below, the skeleton group (and other mobs, already killed) has been stuck behind the chasm for about 20 tactical turns now.
I think the key talking point here is business strategy. Should a software developer give add-ons for free to drive future sales of the base game through word of mouth from intensely loyal fans, or should they prop their profits by selling content through DLC to already existing loyal fans, with the downfall of alienating new potential customers? If the single-player PC Fantasy TBS genre is as narrow a wedge of the gaming pie as I suspect it is, the latter option is prob
Maybe the Hunter profession should have a special bow ability along with the damage bonus vs beasts. I've messed around with modding a similar idea I call Hunter's Mark, which is an ability that requires a bow to use, giving the caster +50 Accuracy, +50% damage, +25 Crit Chance, and +1 Crit Damage Multiplier during their next action. So basically you would sacrifice an action to get an accurate, powerful, and potentially extremely crippling shot off. I actually gav
[quote who="caxopog" reply="32" id="3378206"] Quoting N1ghthavvk, reply 30 After what I experienced the crushing blow attack always did more than double the damage it was supposed to do. Especially on armored units. So this "nerf" is definately justified. yes, looks like it's cause of armor mechanic i think armor works like float number, not percent value and (for example) without CB damage i
Thanks for the fixes and the new DLC. Really great stuff. Fix suggestions: Please fix the unit upgrade UI so that it does not auto-close after selecting an upgrade. Please fix the spellbook UI so that city enchantments don't randomly disappear from the list after casting a spell.
[quote who="parrottmath" reply="8" id="3369034"]I suppose that I could change it from +1 fame, to more like .2 fame per season, or 1 fame every 5 seasons. Then it would be a better boon, what do you think about that bonus instead?[/quote] Have it give +1 infamy per season.
Elemental
#3 is my fave. Best of luck to you, Stardock!
My biggest gripe concerning this is that there is no diplomatic impact for refusing or giving into bribery demands. I never give in to the AI's demands because there is no diplomatic hit when I refuse. It's a terrible implementation.
The reason you don't get as much XP from AI units as you do from monster units is that you could more easily "camp" the AI for XP gains if the two were more equitable. It's actually a well thought out mechanic, even though it can be infuriating at times.
You can't really change the trait trees from the MODS folder, only add to what is already there. If you're looking to do a trait overhaul, you will need to completely re-do the CoreAbilities.xml file. Yet another example of lackluster mod support from Stardock.
[quote] Decalon's Arcane Monolith creates unlimited mana generation with Consume. Create a monolith, consume the shard, earn 150 mana. Rinse and repeat.[/quote] Eh? This makes absolutely no sense. Consume targets shards. What does AM have to do with this?
[quote who="doomBlackDragon" reply="22" id="3361449"] I wish I could play LH but my FE is a non steam version. While my LH is a steam version. Meaning the two can not run and will not run together. Where can I get the none steam copy of LH?[/quote] FE and LH are two completely different games. One does not require the other.