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webusver

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[quote who="Raiddinn" reply="11" id="3426353"] I am not really sure that we are talking about what a "Warrior Caste" usually entails. A caste system generally means that society is divided into clear groupings and ranked against each other with relatively little potential to move from one caste to another. Usually, whatever caste your parents were in is what caste you are going to be in. So there might be a caste system that breaks down like this: Royal

20 Replies 132,457 Views

[quote who="Raiddinn" reply="6" id="3426346"]Even standing alone, the ability to double you exp from quests provides a pretty good levelling advantage.[/quote] There are two questions I see unresolved: 1. Why two features (quest maps and double experience from quests) are separated? 2. What is relation between two Atican swords, armor and Wanderlust? What if logically unite both quest featires in one trait - Wanderlust, then move Athican armor and swords to Her

13 Replies 34,992 Views

[quote who="joeball123" reply="5" id="3426067"]you should use Warrior Caste as the trait which gives +1 level to trained units and the Training technology, because to me a warrior caste is a portion of the population which is dedicated to training for warfare; an extra level and the Training technology would seem to suit this. If you want to keep Warriors around, then I'd suggest going with a flat bonus (e.g. +1 attack) rather than a percentile bonus so as to allow its benefit to be overs

20 Replies 132,457 Views

[quote who="Matopicus" reply="3" id="3426054"] I don't know that adding a new slot for a trait would fit the description of "heroic" i mean thinking of the definition of the word "having the characteristics of a hero or heroine; very brave" There really isn't any direct relation to the game since we can't add personality and such. Just giving my troops an additional trait that increases my attack doesn't make me heroic in anyway. So with that in mind what effe

13 Replies 34,992 Views

[quote who="nowar1979" reply="10" id="3426091"] I´m playing with 9 or 10 opponents on a huge map. Think the crashes started more frequently the longer the game went on. Hardly any crashes in the beginning but they started to become more frequent after more turns. Think I´m at 90+ turns now and the crashes keeps coming. Will try to look into this and give more info if I have time, home sick right now and had to spend the day in bed instead of at work or in front of

15 Replies 12,264 Views

Interesting idea but one-per-faction buildings don't help AI because it trains units anywhere. Samurai - is the example of warrior caste. They could be trained in various cities. May be all cities should give a bonus? And what bonus?

20 Replies 132,457 Views

[quote who="N1ghthavvk" reply="1" id="3426041"] I'd really like such a racial trait. But what will you call it? Advanced Traitor? [/quote] Why traitor? - "Herioc" be its name! Imagine Heroic Altarians with 4 tratits, while others have just 3. There was a perk in Fallout 1 and 2 which gave additional parameters. It inspired me with idea to modify Heroic trait in such way.

13 Replies 34,992 Views

There are some racial traits which unlock some tech from the start. On the other hand this saves only 6-8 turns and there is no more benefit from them. So I never take "Civic" and "Warriors" traits. And you? But what if Civic (like Scholar gives +10% research) will also give +25% gold for all the game, would this be worth taking this trait? What if Warriors will give Training tech and +1 exp level for all troops, would this be worth taking this trait? Thus we have noth

20 Replies 132,457 Views

There are two traits for races - Wanderlust and Heroic which are made for quest hunting. But Wanderlust gives so many bonuses, that Heroic trait is almost useless. Do you agree? Do you use Heroic trait for you custom race? What if we give exp bonus for quests to trait Wanderlust and give Heroic some heroic bonus? Which bonus do you think is enough heroic for Heroic trait? I plan to add possibility for trained units to have additional 4th trait. Now they have their Blood trait

13 Replies 34,992 Views

[quote who="MechaGodzill" reply="19" id="3425829"] I've never used a mod for LH:FE before and I'm trying to decide between this mod and the "AI plus" mod. I'm sure they are both very good mods that improve the AI, so I guess I'd like to begin with which ever one makes less changes and is closer to vanilla. What do you suggest? Thanks in advance.[/quote] I think that AI Plus mod suits your request better. Although following my descriptions you may

381 Replies 1,656,992 Views

[quote who="nowar1979" reply="8" id="3425954"]Optionally there is a mod in Mod folder, which allows you to play with limited resources.")[/quote] The new version of Patchwork mod should not have this file. I will also try your save this evening and write a report. [quote who="nowar1979" reply="3" id="3425881"]I never used to have so much crashes before.[/quote] How often did you encounter crashes earlier? Can you say that you had "Almost-Never" encountered crashes befo

15 Replies 12,264 Views

[quote who="nowar1979" reply="17" id="3425716"]The only thing I don´t like (which is not your fault I think) is that since I set AI difficulty to Hard and above (custom) they all start with a huge amount of just everything. Like 1k+ research, 1k+ metal and crystal. And by the time I´ve founded three cities and started to produce my first soldiers with leather (I usually pick the war branch once I´ve got my cities under control) the AIs are running around with several massive

381 Replies 1,656,992 Views

[quote who="nowar1979" reply="15" id="3425388"] Edit: Great mod! Much more fun to play than old vanilla FE. Kinda like android, Google makes a good framework and OS and then you can apply all the mods and fw you want. Great Much appreciated! /NOwaR[/quote] nowar1979 , thank you v

381 Replies 1,656,992 Views

[quote who="ElanaAhova" reply="6" id="3425036"]what combination of traits, equipment, etc., would you suggest to create troops to represent these two pools of 'troops?'[/quote] Rage, Charge, Underdog, may be Brute. Leather armor. Blunt weapons. No magic rings or amulets. May be mounted. Spartan type units may have Accuracy, Balance, Fast, Constitution or Muscle traits.

8 Replies 16,375 Views

[quote who="merlinme" reply="6" id="3425149"] I'm surprised no-one's mentioned Nature's Cloak (Earth spell). With a few Earth shards and troops wearing Dragon Hide Cloaks it's perfectly possible to get 100% Fire resistance for your entire army, which makes things vastly easier; you can ignore the dragon's breath attack, which is what does most of the damage. Protection From Fire is another possibility (under Abjuration in the Mage path), although it takes more picks

17 Replies 30,327 Views

[quote who="parrottmath" reply="530" id="3424514"] You could add this to every unit in the coreUnits.xml Resource Population 1 There are other ways of going about this that would probably limit the number of changes you need to make. For example, you can att

844 Replies 1,935,618 Views

[quote who="FatNonFree" reply="3" id="3425136"]Thank you for the replies! It seems as the mod to start off with is the Children of Storm. Then I'll add Necromancy Revamped, Black Market Bazaar and Demons and Wizards. I would like any mod the adds more monsters, armor, weapons, items and spells. Did I miss any?[/quote] Children of Storm offers NEW. It feels lke another new game. Imho just MORE of the same is not interesting. Better try NEW experience! [quote who=

5 Replies 34,363 Views

Patchwork mod is updated. 1. Fixed issue with logging camp and pier. 2. Added Undead heroes. There are 5 common heroes of 1-9 levels and one premium 15 level hero on Ashwake dragon. 3. Added unique city defenders. Some mages defend conclaves, some knights defend fortresses, some crossbowmen defend towns. Common defenders such as city militia and city archrers remain too. 4. Added medium fire and ice staffs with 9 of cold or fire attack. I think that mages have

381 Replies 1,656,992 Views

Is it possible to mod population consumption based on number of troops in a produced stack? For example I want to produce a unit that consists of three men, so I want that 3 population should be taken from the city where I produce this unit. I tried to insert some colculated values based on number of troops but it didn't work. May be I made something wrong or may be this isn't possible?

844 Replies 1,935,618 Views

[quote who="Raiddinn" reply="53" id="3423476"]I am also trying to think of a way to mod the game so that +init boots have priority over +1 AC boots. Maybe the +1 init boots should also have +1 AC? That would make it strictly better, but I don't know if the game engine would see that. If it is the same AC then it might still consider them equal. Could go to 2 AC and +1 init both, but the measuring might be coming from somewhere else entirely and something else entirely would need to be don

58 Replies 240,179 Views

[quote quoting="post"] I've been playing a game from 1.2 on a large map so now that it's down to me and Tarth, I'm getting ready to start a new game from 1.5. I have all the DLC and want to know what mods are fun. So what mods to you guys and gals use? [/quote] That depends what you want from the new gameplay. Snaking mod and River Bridge are the must for every FELH installation. I think they are compatible with all mods. Then you should ask yours

5 Replies 34,363 Views