webusver

webusver

Joined Last seen Member # 5007784
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Never saw this in xml files. Feel pity for poor ai. BTW it's far not the worst. But games AI will never be perfect as human, or developers should have to pay much more for developing humanly high ai. So lets live with slightly cheating ai. Just think how generous you are when you allow ai to play with you on these terms!

4 Replies 4,303 Views

Problem with incressed damage is solved in the newly uploaded file. Strangely but trait Warlord refused to act as like a bonus from mounts. I checked new warlords with and without mounts and they had only natural damage and movepoints. If you encounter any bug, please send me savegame with description to [email protected]. I hope though, that this was the last issue and it was fixed today's morning.

381 Replies 1,657,376 Views

About excessive experience with heroes. Heroes now don't divide experience and are just in similar conditions as henchmen. In original game a sovereign with henchmen gathered much experience easily. Thus heroes were obsolete in the game called Legendary Heroes. I hope that you enjoy your heroes now. Heroes should be more valuable than henchmen. BTW AI also has good experienced heroes. If you don't have any DLC, you need to deletecorresponding DLC named files... Or just b

381 Replies 1,657,376 Views

About roaming creatures. I did't study this problem, because i consider it a designed feature of the original. May be there are already any solutions? About problems with quests. I suggest not to use aditional mods which may give something to heroes. Heroes have much changed traits this may be a trouble. Additional weapons from other mods may seem weak, at least wjithout special abilities. I changed only one quest about the wolf cloak. If other quests cau

381 Replies 1,657,376 Views

Yes evey unit now has 1 counterattack. It was weird to see in original how enemies stood without any reaction to my blows when i killed them one after another. And spears may not be the best weapon simply because every weapon has special ability which is not countered. Other weapons may have better abilities than impale. I made nochanges of how unrest influenced income. Did unrest influence income kn original? I didn't notice this.

381 Replies 1,657,376 Views

I think ai doesn't suffer greatly when resources are rare. It gets some discounts for expensive units. Though ai no longer receives additional resource income. Players complained that it makes ai overpowered.

381 Replies 1,657,376 Views

[quote who="Omatkoicorko" reply="90" id="3432441"] hi, well, it is not, again same story for me, first turn - not only i have much bigger dmg but what i can tell, much more movement. this happens for 3 races for me, Mencers, Tarthans and Men. so probably for all races its same. i have sent a save file, as you requested [/quote] Warlord trait gave this issue. It's fixed. New file is uploaded. I'll give more ans

381 Replies 1,657,376 Views

[quote who="Omatkoicorko" reply="85" id="3432169"] hi so far i see one bug, at the start of each battle, my units are able to do x10 amount of normal dmg, after first attack, dmg i reset to normal so 6-10 instead of 75-87 edit: it looks that units in count of 3 in inventory screen has attack around 35(8 attack for item plus some in addition like 3-4 dmg and all multiply by 3) but in fight my units had 28x3 or even more, my champion had 384 dmg.[/q

381 Replies 1,657,376 Views

January 9, 2014 - Essential update to v.1.1. Removed Overpower and Strength multipliers to attack. They made rather excessive damage. That's for now, I'll test these problems. Omatkoicorko , this issue happens not with every unit and seems not always, may be not with all races. I saw this sometimes only with trogs. Can you sen

381 Replies 1,657,376 Views

Of course one handed spears! You'll have the migthy spear with Arcane Weapons tech, while there are just two swords for the middle of the game. If you play Patchwork mod spears are even more valuable, but with this mod you get a nice sword with Arcane weapons tech.

10 Replies 11,004 Views

January 8, 2014 - Essential update to v.1.1. If you downloaded this mod earlier, it's strongly advised to update to have comforatable gameplay. What was updated: Scouts now have appropriate skill traits. Undead sovereigns now have appropriate skill traits. AI no longer receives research bonus. AI economic bonuses are significantly lowered. AI is now more friendly and there are more chances to form alliances. I hope that all problems are solved now and the g

381 Replies 1,657,376 Views

[quote who="Apheirox" reply="78" id="3431431"] Well webusver, all I can say is I strongly disagree with your artificial way of 'boosting' the AI, aka. rampant cheating. It isn't enjoyable to play against. Also, that particular game I spoke of couldn't possibly be won; the AI was casting Spell of Making around turn 90 and I hadn't even located his cities (huge map). I really hope you reconsider your decision because it is clear you've put a lot of time into this a

381 Replies 1,657,376 Views

[quote who="Apheirox" reply="75" id="3431370"]... yes, that's unfortunately the case. I play Expert difficulty and meet Magnar on turn 75. He finishes the third tower for the Forge of the Overlord a few turns later and will presumably start constructing the Forge soon. His score is over 900, 10x as high as mine.[/quote] In fact score is almost nothing if you have a good army. The more enemies you have, the more experience you get and grow even more stronger. If he has built towers

381 Replies 1,657,376 Views

[quote who="Rotlung" reply="70" id="3431151"] Out of curiosity, what did you do to make the Dead actually work under the AI?[/quote] All races have +1growth. Undead also have this bonus. Also Undead have growth bonuses +2, +3, +4 from their racial buildings that add graves. Graves are source of growth for Undead now. [quote who="GFireflyE" reply="71" id="3431260"]The biggest change it seems is that you now use the CoreImprovements.xml ....a core file. Is this suppo

381 Replies 1,657,376 Views

[quote who="GFireflyE" reply="68" id="3431028"]As I am beginning to suspect, the addition of these unique units makes city defense very strong.[/quote] Yes, you are right. I uploaded the updated version of the City Defenders mod. [quote who="GFireflyE" reply="68" id="3431028"]- Getting my first look at the City Crossbowman now...as I suspected...decked out similar to that of the City Mage. The unit seems to be making animations like that of a clubber....so it looks a little we

381 Replies 1,657,376 Views

In Patchwork mod https://forums.elementalgame.com/450250/page/1/ Undead can survive and expand under AI management. They have additional sources of growth and additional Undead Heroes. All races have +1growth. Undead also have this bonus. Also Undead have growth bonuses +2, +3, +4 from their racial buildings that add graves. Graves are source of growth for Undead now.

44 Replies 156,883 Views

[quote who="GFireflyE" reply="63" id="3430682"] Good Morning A request if I may: #16 on your list looks very intriguing. 16. Added unique city defenders. Some mages defend conclaves, some knights defend fortresses, some crossbowmen defend towns. Common defenders such as city militia and city archers remain too. I was wondering if it were possible to extract those portions out and create an independant mod with them? If it's too much

381 Replies 1,657,376 Views

[quote who="ailawiu" reply="62" id="3430664"]Well, after some digging of my own - it seems that counter damage is set to 10%. I assume this was done on purpose (default seems to be 50%?), as it does slow down the combat quite a bit. Still, this makes it laughably weak and negates both the main advantage from "cannot be countered" skills/weapons and counterattack abilities themselves.[/quote] You are right! I replaced values. And uploaded the new file to nexusmods. [quote who="

381 Replies 1,657,376 Views

First of all I must say great Thank you! Your comments give me food to consider. Also I found (and you also mentioned this, as I see) that the wrong cost for Workshop was set. I forgot to delete draft variant and it added to default values. So, if you use v.1.0. you should upgrade to v.1.01, which is already uploaded. www.nexusmods.com/fallenenchantress/mods/1891/ Thank you for bug hun

381 Replies 1,657,376 Views

[quote who="N1ghthavvk" reply="52" id="3430007"]Hm. I just noticed I always had about 40% unrest. Which is particularly because my city had +25% unrest from being a level 3 Fortress and I didn't build the bell tower. And nope, no other mods installed. Except the DLCs. Oh also the Guard ability. It just gives -1% unrest. I don't think that is enough. That would only grant a max. of 9% unrest reduction. Maybe make it 2% or 3%? I saw that a

381 Replies 1,657,376 Views

[quote who="N1ghthavvk" reply="51" id="3430006"] Oh another thing: Having the Ashwake Dragon as a mount sounds and looks(!) cool, but it is a really terribly unbalanced thing to have early on. I am by no far sight a good player and only due to its devastating attack (the fire breath) could I hold my ground against 1 warring AI on Normal. I also noticed you gave the sovereign creator all other items a cost of 0 while the dragon has a cost of 5. I think the dragon is

381 Replies 1,657,376 Views

[quote who="N1ghthavvk" reply="48" id="3429968"]I didn't finish my game (yet), so I had to struggle pretty heavily with the unrest penalties you modded, because I also imposed Cruel +5 and Rebels +10 on myself since I wasn't accustomed to unrest being huge.[/quote] There should be less unrest. Are you using other mods? In my mod there is no unrest increase per city. Yes, I cheked this: &n

381 Replies 1,657,376 Views