How do I create a custom faction that has Soul Spark? I click the Create Character button, select Periden, then click New, but I can't find anything that will give the new faction Soul Spark.
dacty4491
The one you mentioned in reply #7, though it's probably better described as guidelines.
Sythion, my first attempt at implementing your proposed strategy didn't quite work. Thirty-five minutes into the game, I had two cities. My power rating was 18. Ythril's power rating was 75. He declared war on me, and shortly thereafter showed up with two armies, each of which was stronger than my single army. Party over. It's been my habit to first research the two Civilization techs that let me build roads between cities. I then research shard harvesting in the Magic techs. Afte
Thanks for the suggestions, Sythion. There's one thing you say though that I don't understand, "do not pick the + exp traits". What do you mean by that?
The only big complaint that I have about the game is that, when using random maps, your chances of winning are too dependent on the generated map. If I find that there are enough city sites nearby that I can build three or four cities early on, then I know I've got a pretty good chance of winning. However, if I end up with a map like I got on my last game, where there is room for only one city with desert and dead forest for a long way in any direction, I know that I don't have much c
Okay, once you've made a custom faction, what if you decide you don't really want it? How do you delete it? That doesn't appear to be obvious?
Okay, I'm confused here. I started a game and chose create a character. However, I don't see where you can choose things like Master Scouts and Decalon. You can choose Air, Water, etc. You can choose to be a General or something like that, etc., but I don't see where you choose the other stuff.
Can anyone suggest a good custom faction to create. I'm not talking about modding the game. I'm talking about creating a new faction within it. I am currently playing on Expert difficulty.
It was Umber who cast it, and I was playing on Hard. Though it's not a game killer, it was definitely annoying. He kept casting it again and again until he apparently ran out of manna. He didn't take advantage of my dispersed units though. One reason for casting the tornado would seem to be to disperse an enemy army so you can pick off some of the individual units, but Umber didn't do that.
One of the armies I had that was hit by a tornado spell had an ophidian in it, but that didn't make any difference.
Is there any way to defend against the tornado spell? It's a real pain when an enemy throws it on you.
I purchased Legendary Heroes and took part in the beta. I received the periodic updates and now have version 1.00 on my computer. However, today I received email instructing me to download my copy of the game from Steam. I assume that this is not necessary and that I will automatically receive future patches. Am I correct in assuming that?
Interesting.
Thanks for the advice. I generally don't put my heroes in the same army, since the experience points you get from battles is less than what you get when there is only one hero.
How do you defeat the red dragon in the Pit of Lost Voices? I'm playing as the Gildens and went after it with a mixed force of Mages, Drolgards, and Iron Golems which was rated at better than 1250 power. That dragon went right through that army like it was wet tissue paper.
I would like to see a change made to peace treaties. As it stands now, one of the AI races can make a treaty with you, and then break it a couple of turns later. It makes the treaty essentially worthless. Why not make the treaty last for a minimum number of turns, with a significant penalty if it is broken? That would make a lot more sense to me.
As it is implemented now, Broken Loyalties invites the following exploit. Cast the spell and take the best city of an opponent on the other side of the map. You won't be able to keep the city because you have no armies near it. However, what you can do is raze it or destroy every single improvement in it. Rinse and repeat. Perhaps it would be best to make the probability of success of the spell contingent upon the unrest and development in the city.
I am playing a the Gilden faction, and I have Auto Turn off. Kraxis declares war on me. There are no Kraxis armies or units anywhere near to me. However, all of a sudden, immediately after the declaration of war, Kraxis conquers my main city, apparently using some kind of spell. The army that was in the city appears right next to it. I attacked the city, which had none of Kraxis's units in it, and took it back. However, the game then refused to proceed. I clicked on the Turn button a
Why is the auto explore function so brain dead? The most tedious aspect of the game is moving your scouts around the map exploring the layout. It just begs for automation. However, the auto explore function is so stupid that I'm afraid to use it. Even when there is a way around a monster, the auto explore function won't take it. Instead it frequently moves your scout right up next to the monster where it is immediately killed. Being a software engineer myself, I can't see how
I've read several posts where it is recommended that you only really need four or five cities, so I decided to try that. The only problem is that about mid-game most of the other races declare war on me, and I get beaten down and overwhelmed by all the armies, even though I can take on any given army without too much trouble. Any comments or suggestions?
Is there any way to control troop dispositions in tactical combat? In my last game, I had a sovereign who is a beast lord. I attacked a bear with the intention of taming him. However, my sovereign was placed right out front, and the bear killed him before he even got a turn. I would have liked him behind a few spearmen that would absorb the bear's first attack. Is there anyway to control this?
This is not a problem specific to 0.75. It has been there since the beginning with FE. The biggest problem I have with the road building algorithms is that the roads are built to travel the shortest route, not the best one. In particular, they will run right through a monster's camp instead of around it. For example, in my current game, I have two cities, call them A and B. The game has built a road between them that goes right through a Drake's Army camp, rated as Deadly, which means
I also have had this happen three or four times, and it has been in games started with .75 beta. There seems to be no correlation with events in the game.
I have two pet peeves about both FE and LH that I would like to see addressed. The first one concerns the random maps that are generated. I find that most of the time they do not make for enjoyable games, by which I mean that there are not a reasonable number of city sites and resources to make playing the game fun. I realize that this is a matter of personal preference and that others might not agree with me, but I wanted to mention it. The second concerns the screen that comes up when you a
Thanks!