TBS Gamer

TBS Gamer

Joined Member # 2161200
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Just what it says in the title. I will copy a small portion of my detailed change logs into this post so folks can have an idea what they are getting into. These changes can be used in a modular fashion (except Abilities and Spells are tied to each other and must be used together or not at all). ----------------- Excerpt from CoreWeapons.xml balance pass change log... Conceptualization: Magic damage and magic resist l

8 Replies 15,638 Views

It is conceivable that you had a unit in your stack with autoexplore "enabled". As far as I know (and I'd love it if someone would clue me in here) there is no way to disable autoexplore once you've hit the hotkey. This keybind will allow your units to pick a random unexplored destination through the maw of the nearest dragon or faction with whom you are at war. Just one of those lovable foibles of the game which should be avoided at all costs. In all fairness, this is

7 Replies 2,717 Views

Brad, I have done my best to give detailed feedback in these two posts: https://forums.elementalgame.com/438225 https://forums.elementalgame.com/439638 but no stardock employee has read them that I can tell. I just ask that you take a look at my discussion of granularity giving more balance

103 Replies 171,834 Views

I played another game with all vanilla settings (no mods, no xml changes) on a large map with 7 opponents. My general preference is for the map to have more essence and thus, I realize, more mana per turn from city enchantments. I STILL believe that the spell Arcane Monolith becomes overpowered beyond a certain mana income threshold, but in order to be useful at the start of the game (when its function as a side replacement for pioneer outposts is

21 Replies 30,297 Views

An excellent post. Well thought out and clear. One small question for you though... Can't you remove city enchants (your own at least) in the city details window by just clicking on the tiny X at the top of the essence circles each city enchantment icon is contained inside though? I don't mean to detract from your list in any way, however. And I honestly don't know how a player would know if any particular city has been cursed, because the AI doesn't seem far enough al

31 Replies 111,833 Views

Is this a partial cut and paste of your spell or the whole thing? As an example, let's look at the "Aid" spell (first spell) in CoreSpells.xml Aid Heals target unit by 4 (+2 per life shard). Heals target unit by %d. <Image&gt

2 Replies 3,715 Views

I agree with you on all counts Xan. FE still has lots of room to grow. I have been trying to quantify "What can I change myself via the xml?" vs "What stuff isn't easily accessible to mod and requires Stardock to improve?" lately. Diplomacy, AI (execution of war among other things), Relevancy of wild lands before the game is already won are all excellent feedback that falls mostly into the "Stardock" category.

5 Replies 11,464 Views

[quote who="BernieTime" reply="10" id="3313388"]Tireless March seems fine at +1. In the unit design traits having some perks available that cannot be used with Mounts is where I was thinking. Give Footsoldiers with Spear weapons a one time counterstrike to Mounted units that does double damage (for instance). Design a Pike so that it has a range of 2 for Footsoldiers, cannot be used by mounted units. Create a spell that only affects mounted units that causes the mount

21 Replies 30,297 Views

Excellent. This sort of conversation is exactly what I was hoping to get started! @ Coyote303... What if Tireless March only gave +2 Strategic movement? Would you be onboard then? @Coyote303 and Bernietime... The Governor choice could be so much more, I absolutely agree. I wish it was. I like roads, and conquered city unrest quelling. I REALLY like your idea about a governor gaining experience for a building's completion in a city they are stationed in. I wi

21 Replies 30,297 Views

Thank you Heavenfall! I guess that's one mystery to take off the list, even if it's not the answer I was hoping to get. Now you have me concerned that the default faction customization picks are inaccessible! Which would be a crime, since everything else needed to do a complete overhaul of faction customization is accessible elsewhere! As a fellow modder, I have to say that I am truly impressed with the depth of the changes in the Stormwor

21 Replies 30,297 Views

Excellent suggestions running the range of no work at all for the devs (edit a text description for clarity, and/or increase number of tiles affected) to a small bit of work (spell can't be cast within X tiles determined by mapsize variable of a city) to lots of work (a precast red/green indicator cursor highlight to show underlying fertile land available). Crowdsourcing at its best! I think for my personal modded version I'm going to go w

9 Replies 9,294 Views

Part of my interest in the single unit stealthy variable is in being able to change the value of it. The global monster aggression variable (faction customization trait of stealthy) is set to -100 when that trait is chosen in CoreAbilities.xml, and can be modded down to a lesser value, providing some insulation from monster attacks, but not allowing the player to ignore the mechanic completely. I would like to be able to change the scout trained unit trait in a similar manner

21 Replies 30,297 Views

The purpose of this post is to consolidate my questions, bugs, typos, and balance observations concerning the 1.2 version of Fallen Enchantress. I have played about 20 hours on large maps with 7 opponents on challenging world/challenging AI in version 1.2. I am REALLY hoping to get someone at Stardock to acknowledge my bug observations, typos, and in particular answer a few questions: <span style="font-family: verdan

21 Replies 30,297 Views

I played X-com to the end both "iron man" (no reloading possible) and normally (reloading available), and they were very different experiences. Without reloading available I found I was cautious to the point of tedium. It really dampened the sense of heroic glee I had experienced in my first game from breaking down the doors and sometimes yelling OH CRAP about what I found inside. I would NEVER storm a room unseen on iron man mode, because that would be a stupid unnecessary risk. The

13 Replies 51,606 Views

Short answer: The trait choices are random. Long answer: Each trait is more or less likely to pop up in the list of 5 choices based on it's rarity (common, uncommon, rare) and also your specialization pick (Assassin, Governor, etc). There is a general pool of traits everyone MIGHT see, and a secondary pool of traits added to that once you specialize. You're likely to see the "strength" trait eventually, unless you're a dedicated spell caster (the spell level

4 Replies 7,190 Views

On the off chance that Derek or Brad are following this thread, I'd like to point out two very simple bugs and their fixes, and a bonus typo: Firstly, the spell Soulburning doesn't calculate resist damage properly. The text says half damage on resist, but the math says 12 + (3*Shardstotal) for full damage, and 6 + (3*Shardstotal) for resisted damage. This is, obviously, only half BASE damage. The correct math should be (12 + (3*Shardstotal))/2. Secondly, the unit "trai

82 Replies 257,396 Views

Jojobe71, I thought I'd try to help you address your issue, but I'm afraid that much of what I have to tell you won't exactly be welcome news... So, the good news first! It IS possible to make a map as you describe it. I have made custom maps (and edited premade maps) with fixed starting points. The bad news, as you have already surmised is... the Cartographer's Table tool is extraordinarily buggy. So, onward to the actual trying to help! Having played

5 Replies 33,528 Views

In a completely unrelated topic, I have not yet located the "number of picks you get" variable. If someone (Stardock folks, throw me a bone here?) could give me the name of that variable and the file in which it is located, I would be happy to email Brad/Derek my suggested balance feedback and the xml files containing it, along with a detailed changelog from FE 1.1. Without a complete list of game variable definitions though, creating completely new traits would remain difficult. IS t

8 Replies 41,118 Views

@Rhaegor, if MasterScout was split into 5 different traits and picking the entire thing bankrupted your entire trait pool then it might be alright. You would have incredible early game mobility, but at the opportunity cost of heavy armor, high hp, and dodge/accuracy late game. The problem with MasterScout really is relative cost to benefit ratio. It's just plainly too good for a single pick. I modded it to 3 picks in my personal mod. As for Stealth... I agree in it's current f

8 Replies 41,118 Views

This is intended to be a discussion of faction customization costs and how to improve on the current system. Before I begin, I would like to point out that the 0 point "picks" are something I really enjoy. Things that change the game flavor, but not in an imbalanced way (except for Heroic which is an oversight, I'm sure). Also, the upgraded Archers, Axes, etc lines are also thematically interesting to me, although I haven't gotten very far into a balance analysis of combat weaponry (a

8 Replies 41,118 Views

I was digging through the CoreAbilities.xml and by extension the CoreSpells.xml and I came across two relatively minor errors/bugs which could be fixed fairly quickly and easily for the next patch. Firstly, the spell Soulburning doesn't calc resist damage properly. The text says half damage on resist, but the math says 12 + (3*Shardstotal) for full damage, and 6 + (3*shardstotal) for resisted damage. This is, obviously, only half BASE damage. The correct math should be (12 + (3*Sh

4 Replies 9,179 Views