[quote who="Alstein" reply="4" id="3424474"]what's really needed is buffed lvl 5/7/9 heroes, and when you get beyond that, free lvls for the heroes you get afterwards[/quote] Yes I'm already beyond that. Patchwork mod https://forums.elementalgame.com/450250/page/1/ already has buffed heroes. They have better equipment, mounts and 1-2 more traits. They lost some traits which are useless for AI. There are already 12 p
webusver
[quote who="Ericridge" id="3424369"]And yes, that is what I meant by me getting royally kneecapped when I reached the endgame for the first time because the whole economy basically just shifted from silly metal to crystals.[/quote] Yes in original the end game requires almost only crystals and in extremely huge quantitities. All your units with Plate armor profficiency all require Champion Armor and tons of crystals. I've shifted the balance towards metal in my Patchwork mod
Would you like to have an opportunity to recruit a premium 15 level hero riding on ashwake dragon at the end of the game? How much fame do you think this hero should need? Would you like to meet and fight with AI opponents (sions and henchmen) riding on ashwake dragons at the end of the game? Would you like to have analogs of sions for Kingdoms? How this unit should be called? Titan? I also like the idea of undead heroes and will
[quote who="Ericridge" reply="4" id="3423866"] why not tell the AI that unrest reduction building exists and if they reach a specific amount, cancel whatever in queue and pritorize the unrest reduction until its at safe levels again.[/quote] First of all - devs have switched to GalCiv. That means that there is nobody to tell AI. Though it's possible to mod high priority for unrest-reducing-buildings. But the eventual problem is that AI makes its settlement when there is a hu
[quote who="mqpiffle" reply="23" id="3423593"]Adding all of the possible diplo modifiers together (except family modifiers), I come up with a net -58. Basically this means the game is going to spiral into war at some point during any given campaign. I don't necessarily think there should be a net 0, but perhaps a little love to the possible positive modifiers might help even things out a bit.[/quote] It's easy to mod to your liking. You can mod better relations for parties of
Imho in original FE thre was a good unrest system which didn't add unrest from additional cities. So there is no possibility to have 100% unrest in a newly founded town? But this system was changed in attempt to prevent quick pioneer expansion by human player. Another drawback is that there is not much unrest and its not difficult easy to have 0 unrest in every city. FELH unrest system forces human player and AI to constantly fight with unrest with final victory of Unrest where it
Thank you, I'll try it.
I tried to give Thrown knifes to my troops and that resulted in just one (yes - one!) knife was thrown to the enemy. My stack had 3 men. I was hoping for 3 knifes. Did anybody mod thrown weapons? Main weapon for a unit should be melee and secondary as a trait from equipment should be thrown something. Thrown weapon should be fired for 3 squares. What ways are possible to make thrown weapons?
FELH is the game to which I may return from time to time. Great Game!
[quote who="Primal_Savage" reply="18" id="3423088"]Solved in that the AI does not keep 2000 metals anymore --> it uses the transmute spell line and it creates Epic stacks... but yeah it's a little bit unclear I guess. Maybe it should be just "improved" [/quote] May be it would be better to keep resources but transfer excessive Gold or Mana into resourses? If AI reaches, say, 1000 gold he casts the spell and gets all types of resources. How about transmuting fame
[quote who="clearbeard" reply="7" id="3423186"]Personally I don't think adding special abilities to the different weapons is the way to go, compared to a more careful analysis of the different weapons' base stats and traits (i.e. armor piercing).[/quote] So what do you need for bows and xbows? Common bows were rather weak against armored troops, especially with shields, so is in the game. Xbows were good armor piercing but slow weapons, so it is in the game. All ranged weapons
[quote who="willie sanderson" reply="12" id="3422773"]Sieges would just be another way to exploit the ai being able to attack from all 4 sides.[/quote] Any 4 sides is not an exploit in the current game mechanic since only one attackers army participate in combat. We don't ask to change the whole game mechanic, do we? Also for current game mechanic - both naval and flying units are not possible. The is no possible settling on beaches and melee ground units without counterat
[quote who="Frogboy" reply="3" id="3423003"]Sorry to hear that. No point in investing more effort in LH then (for me anyway). I'm moving on to work on GalCiv.[/quote] Don't listen to them "not really", "not much", "not enough" - these are just complains to have a deam game. The game in fact is GREAT! And its easily moddable. It's possible to make the game to suit anybody's needs! But just one question - there will be no more DLCs for FELH? No chance for Siege P
[quote who="willie sanderson" reply="8" id="3422702"] there's nothing to compete with with AOW III. After Shadowlands or Shadowlords they'll just be making more of the same, just a new name on the package and some graphics candy.[/quote] May be yes, but what if may be no? AoWSM (with mods) was the best MoM style game until FELH appeared, imho. I really like unit constructor and tech tree and graphics of FELH but AoWSM has its own bonuses, so if AoW3 were just AoWSM
[quote]I created this transmute spells line (Tactical spell) and gave it a somewhat high priority (in the 30ish so yeah, somewhat high).[/quote] Interesting. But what do battles look like now? I believe auto-resolve combats are now huge Internationl Transmutational Olympic Contests. But seriously - AI pays more attention to metal than crystal, so it always have lack of crystals. Default units don't use many items which require crystals. After you made the xtraunits mod, yo
[quote who="Ericridge" reply="6" id="3422523"]SO it's likely that they thought about sieges and settled on current version we have.[/quote] Do you think it's too complex to make this DLC? But wouldn't most fans buy it if it costs not $5 but $10? Developers may easily get more funds to develop their next game - GalCiv. But if they are too busy with it and don't want to pay more attention to FELH, then at least we'll have what we have now. It's also not bad. But
[quote]Well time to move up on difficulty level again.. this is Hard difficulty. [/quote] If you try Patchwork mod https://forums.elementalgame.com/450250/page/1/ you may consider to stay at hard. I tried to balance it to give AI the most challenge before difficulty settings allow AI to cheat. The mod is updated for compatibility with v.1.5.
There are lots of methods for human player. Train Henchmen, give Commander traits to heroes, be Noble and don't take unrest penalties from start and in game, improve Fortresses, lower rates, raze poor cities. The main problem, is that AI doesn't pay any attention to these methods and can't handle unrest at all. That's why you always see poorly developed AI cities, producing something for 50+ turns. But this problem is moddable and AI lives fine on huge maps with lots o
The mod is updated and is compatible with v.1.5.
[quote who="BuzuBuzu" reply="1" id="3422380"]I suppose you could create a few new tactical maps for city combat with chokepoints. You could populate those chokepoints with stationary barricade "units" that the defending player can switch from being impassable to passable. This could let any defending attack the invaders but the invaders would have to destroy the barricades to be able to melee the units behind the barricades. Catapults could do extra damage to said barricades.[/quote]
[quote who="merlinme" reply="2" id="3422118"]The main point about slaves is they're free maintenance.[/quote] Agree. For this bonus their penalties should be noticable. [quote who="Raiddinn" reply="3" id="3422131"]The accuracy penalty is barely noticeable since roughly everything has low dodge and the buildings and commanders give tons of accuracy.[/quote] Imho, he game is rather unbalanced in Accuracy/Dodge question. I've already reduced all ways of obtaining
Would you like to buy one more DLC - The Siegepack? Let's ask Brad to make it! It was discussed earlier and non-obstacle combat system seemed to disallow sieges. But now I think, it's still possible and propose my version. If you have any ideas, let's develop the concept and ask to make one more DLC. So, there are no obstacles in the game... No! There ARE obstacles! These are defensive tiles from Krax blood. As all remember, Krax units can make defenses on
[quote]Has anyone been successful in this kind of setting without abusing Blizzard scrolls? [/quote] I never had problems in vanilla version. I always became rating-leader and set non-aggression pacts with everybody and later made alliances. When I repeated this strategy on Ridiculous with v.1.3. I went into modding but hope that things have changed. I'm going to try v.1.5 in few days.
[quote who="Primal_Savage" reply="12" id="3422089"] Quoting webusver, reply 10 Great idea! This would surely help AI. But technically there could be a problem. There are 3 type of cities of 2 level. What should the unit use? This will need some testing, but the idea is right. This might work Code: xml Resource Population&
Quendar often uses very strange units - slaves, who have -10 accuracy, but are armed and armored with best equipment and items. But because of their -10 Accuracy they are of low efficiency. The main idea of slaves - be cheap cannon fodder for a sovereign. So should slaves be limited to common weapons and armor? Or limit them just to leather armor and blunt weapons? What penalties should a slave have? Is -1 Attack, -1 Hit point better than -10 Accuracy? Would it be inte