sjaminei

sjaminei

Joined Member # 4872723
2 Posts 125 Replies 11,640 Reputation

Just wondering if it's actually possible to discuss this topic without the current politics in here. Suggested starting points: -The structure of the government/fundamental flaws in the original US system. (history hopefully) -Does it matter for the rest of the world? (examples) -Monarchy vs Republic. (Australia 1975 for instance) So I guess what we are really discussing, is there something lacking within the US government/constitution t

14 Replies 64,509 Views

Two choices: Commander path for champion/sovereign, or Mancer Pioneers. Then for the rest, Trading tech (auto-build between cities) and Economics tech (auto-build between outposts) Edit: Thanks Gollum for pointing out that I use obsolete terms ;)

3 Replies 12,659 Views

[quote who="merlinme" reply="8" id="3400732"]How much damage does it do exactly though? I can't find it anywhere online, and I don't have access to the game at the moment. [/quote] 3 damage per unit per water shard. So on a 3 trooper unit with no shards it should do only 9 max damage (before resists etc.). However on a 6 trooper unit with 4 water shards, 72 damage to all the u

21 Replies 24,121 Views

[quote who="merlinme" reply="6" id="3400726"]Incidentally I tried Tidal Wave once, it was an enormous letdown. The damage was tiny.[/quote] Now try getting 4-5 water shards first. (or water power from conclaves) Not so tiny now eh? Well at least you can't use it in enemy territory.. WAIT! You can! Well at least it costs a lot of mana... OH NO. Just 40 mana? Tidal wave is the most bang for mana spell there is, once you get some water shards going. (water power is the

21 Replies 24,121 Views

Have anyone been able to get the TintR 255 etc. stuff to work from the mod folder? I recently did a life magic book, but it still looks like attack default book that all the other magic books work from.

844 Replies 1,934,414 Views

@Op and forth, reducing the tech pace further will either make it required to explore more of the map for most people, or most likely unneccesary features, so I don't think adding it will happen. However you can both edit and fix this easily yourselves: Search for this in elementalDefs.xml (in your steam/steamapps/common/FELegendaryHeroes/English/Data folder) 3.0</TechPaci

13 Replies 52,947 Views

Hmm? You remove the old with the prereq, then you add a duplicate with your stats and keeping the same name. (just add 1 or something to the Internalname) I don't see the issue. We have to do this all the time to get stuff done really. It's like 10 lines also, since you just need to add the prereq into an item/building/spell etc. not copy the whole thing. (exceptions to this as well of course.. welcome to FE modding ;) )

35 Replies 91,053 Views

[quote who="DrJBHL" reply="416" id="3400453"] This is nothing but a lot of wasted effort by both sides neither of which has any corner on "facts" or "truth". Even if you quote facts today, tomorrow someone will come out with new ones.[/quote] Hey at least when we grow old and grey, we can sit around and complain that "we knew it all the way back then, but the damn fools wouldn't listen!" ;)

2,913 Replies 9,298,475 Views

Hmm. Maybe we should mod that? That sounds stupid if it's the case. However my ventures into Insane mobs have been few and far in between. Ridicilous ones seems to be the right match for me, but I would love to make high level monsters harder. The times I've tested Insane (granted a long time ago), they are a bit too hard and I end up doing nothing for too long, so not sure if there are low level mobs at all on Insane.

16 Replies 6,970 Views

In the case of lightning hammers, they are quicker to get than the warhammer, as well as having slightly better attack. However if you are going for the armor tech, you get warhammers on the way, while going for lightning hammers first would delay that. So you sacrifice stuff from either choice. (Magic techs vs Warfare techs mostly)

6 Replies 15,065 Views

Tell me how it works out, I suspect that your new difficulty will be slightly worse than ridicilous, but I did not experiment with lowering startingfunds below ridicilous. (I halved the Insane one, and it still felt like InsaneAI, but that jump is well "insane" ;) )

32 Replies 37,492 Views

What have you tweaked in this mod? I made my own difficulty a while back and got vastly different results depending on starting gold etc. more so than other bonuses/tweaks.

32 Replies 37,492 Views

[quote who="Frogboy" reply="41" id="3399502"] Incidentally, we are still hiring. I'd love to add permanent, long-term people to the FE project that we pay via says of DLC. [/quote] Qualifications needed? Locations etc. ;)

63 Replies 56,291 Views

Here is the code I used to make an ability for magic damage, you can probably use the gamemodifiers/ability for your race traits. (staff damage is another thing however, but this will increase that magic damage as well) (PM me if you have any "Simple questions" how to make it work) https://forums.elementalgame.com/447412/page/1/ from this mod: (Rise of the Conclave Army) [code="xml"] <AbilityBonuses&

5 Replies 7,109 Views

[quote who="Primal_Savage" reply="12" id="3399730"] Up your difficulty? AI expands much faster at high level and that's not counting the creatures attacking your settlements...[/quote] Creatures attacking your settlements? Why did you not kill them before settling? ;)

18 Replies 15,579 Views