GFireflyE

GFireflyE

Joined Member # 4452479
2 Posts 354 Replies 1,369 Reputation

[quote who="NaytchSG" reply="20" id="3432994"] Keep it up! Especially share your gripes about flying units. Sad that MOM had it figured out 20 years ago [/quote] Alas, it wouldn't be fair for me to continue writing them down because I am currently playing with DSRaiders AIPlus mod. MUCH changes....I think too much for me to write comments. However, if I received acknowledgement from SD that this type of commenting provides use for future patching, I&

40 Replies 72,391 Views

[quote who="parrottmath" reply="176" id="3432818"] Unfortunately, I don't think that is possible. There are several alternate solutions to this issue. What could be possible is the ability to build these bases as a prerequisite to build a wonder in general. It won't upgrade from the base building, but automatically be a separate building altogether (similar to how the forge of the overlord works). One could set up a special resource that ea

191 Replies 535,424 Views

@Parrotmath Good Morning I've been taking another look at your wonderbase mod in an attempt to fix the problem where your 'base-wonders' can be rebuilt after the final wonder version is complete. I've come across a question: Is there a way to embed the 'once per faction' of the wonder-base into the corresponding final-wonder? This would 'ghost' the wonder-base as it would exist within the code of the final-wond

191 Replies 535,424 Views

Good Morning! I am proud to present, with some help from webusver and DSRaider, my Unique City Defenders mod! I stumbled across a fascinating selection of unique defenders in webusver's patchwork mod and set to design unique defenders that is more balanced for the base game. Now Mages will defend conclaves, crossbowmen will defend towns and knights will defend fortresses. Thanks also to Primal Savage for the use of his City Hub deconstruct allowing

7 Replies 13,137 Views

[quote who="StevenAus" reply="2" id="3432691"] I think he wants to place custom defenders for each town type (using your mod stuff as a basis) as he mentioned in another thread. So town, fortress, conclave would have the custom troops but not the original default ones, so they would be customised without making the town incredibly difficult to capture.[/quote] That is correct. I plan to replace them. I really do like the concept of unique defenders as webusver laid out in

3 Replies 2,876 Views

Good Morning Question for the modders out there. Is it possible to remove existing city defenders via modding ...ie without deleting them in the core files? Is it possible to control the number and type being removed? Is it perhaps possible to add a negative number of units in a mod to cancel out the ones in CoreImprovements.xml ?? &n

3 Replies 2,876 Views

- My sovereign is almost always a mage. Sometimes I go summoner route and other times I go evoker route. I do find that the summoner really doesn't need much troops production to hold the lines... - I love building defenders though. I tank 'em up....then go out and find the biggest, badest, heavy hitter out there.....and go and solo the beast. I yell "HIT ME" and it does....and I laugh..."hahaha...you call that a hit?!" [e digicons]:grin:[/e] - I'll build an

10 Replies 14,637 Views

[quote who="DsRaider" reply="31" id="3431249"]To remove the unit designs just remove the AIMisc+ and AiMagnar+ files from the mod. I don't think you need to do this however as the designs I have added mostly overwrite really bad existing ones or fill obvious gaps. The main point of this is to force the AI to build tougher units so it's stacks are tougher and not so easy to steam roll. Thus the units they will build will tend to have more traits and upgradeable armor. Also it gives the

81 Replies 300,371 Views

[quote who="slim82pk" reply="20" id="3431812"]Just a question by a consumer who bought Fallen Enchantress and FE:Legendary Heroes only recently: How much of the timeline is available to being retconned/changed and how much is set in stone? I just found it very annoying that three of my favourite characters apparently have bad ends (Ceresa, Irane, Procipinee) [/quote] Maybe Brad has been watching too much

31 Replies 151,568 Views

Good Morning I'm at it again: Attempting to improve my Catapult's Mod for the LH 1.5 release. Currently I'm tweaking the Stinking Mud tactical in order to 'reduce' units movement through the hit 3x3 zone. I plan to have it resistible in which each turn the unit can attempt to move normally if successfully resists. I've come across some peculiar results which leads me to the side question&nb

0 Replies 1,946 Views

[quote who="Hellions" reply="10" id="3431737"] First of all, great job with the thread. I used to be one of its silent readers. and *snip* [/quote] Thanks for dropping by. Let's me know others are reading and I'm not wasting my time... I also appreciate your justification over the Amethyst Golem....you most certainly didn't have to tell me your reasoning. I did find the Amethyst Gol

40 Replies 72,391 Views

[quote who="coyote303" reply="12" id="3431668"] It's also fun to summon powerful units that are also expendable, so you can be more aggressive with them. [/quote] However....if those summons stick around for several levels....especially the Air Elemental and the Earth Elemental.....they become very powerful. I tend to also like throwing Cloak of Thornes and Fire Mantle on the summons so that they deal damage on the defense aswell.

20 Replies 69,086 Views

[quote who="EvilMaxWar" reply="6" id="3431682"] Quoting Apheirox, reply 5 One of the the best 4Xs ever created - I am not sure I would go there yet, but if they keep polishing it and fix the bugs and few annoyances it should live on and be remembered as a Top tier game I hope. [/quote] Agreed. Polishing seems to be the next step.... Here are some considerations: <a href="https://forums.elementalgame.com/4

9 Replies 12,094 Views

[quote who="Crastiloowa" reply="8" id="3431636"] Quoting GFireflyE, reply 5 LOLZ. Came across the 'Amethyst Automation'. In the strategic map view, his sword is sticking out....quite phallus like...perhaps this is in error? https://www.dropbox.com/s/wiv13aq65qekvpv/Amythist%20Automation.jpg. In addition, in tactical combat, the amethyst automation isn't that large...in comparison to his strategic map view. After fighting the Amethyst Automation, I was a

40 Replies 72,391 Views

[quote who="webusver" reply="69" id="3431110"] Quoting GFireflyE, reply 68As I am beginning to suspect, the addition of these unique units makes city defense very strong. Yes, you are right. I uploaded the updated version of the City Defenders mod. [/quote] Gotta ask: What did you do? 1.01 looks very different in execution to 1.00. The biggest change it seems is that you now use the CoreImprovements.xml ....a core file. Is this suppos

381 Replies 1,657,280 Views

- So, I'm looking at the Giant Skeleton unit details. Is he suppose to scale right off the screen? All I see is up to his knobby knees. As a MINOR detail, I noticed a spelling mistake in the Giant Skeleton's 'history' section. Right in the first sentence it should read "...except for t his height." (note the t is deleted) - Had 'the Plague' quest and chose to attempt the cure for once. Wow....500 mana to

40 Replies 72,391 Views