From a tactical standpoint, it makes absolutely no sense to be stuck with the weapon you are equipped with if you have others available in combat with your Sovereign/Champion/Henchman. . If you get into a situation where a lone Water Mage champion equipped with an Ice Staff gets ambushed by an Ice Elemental, to be able to switch weapons to cope, say, to a possessed Inferno Staff or even a Long Sword. is better than getting slaughtered and forced to waste 5 turns immobilized in a city, along w
anc43
It seems to me that there is room for more complexity with how cities are handled. First off, cities that are created should be keyed to the race, and seperately the faction, of the faction that created them. There should be positive and negative versions of the unrest trait, approval and actual unrest. Approval should apply to cities which are under the control of the faction that created them. Approval operates similar to Unrest, except that approval can go over 100% approval, in which case
It's true that units in the field should not cost more than units stationed in a city. But they should have SOME food upkeep requirement, as living troops, unlike Constructs, Elementals, and the Undead, need to eat. Perhaps one way to deal with this is that units stationed in a city, whether friendly or conquered, reduce the food surplus of the city they are actually in, whether or not it is in their home city. However, when they are not stationed in a city, they shou
It occurs to me that it should cost not just gildar but food and population to support an army. Accordingly, when a unit is created, remove population (3/5/7) from the total population and added to a military upkeep cost stat. This reduces the surplus of food for the city that created it has for growth purposes. It also reduces the total city population, reflecting the fact that someone has been taken out of the economy and recruited for military duty. Thoughts?
Edit from original message: Female Undead spirit units should take damage normally from fire, but half damage from lightning and none from cold, as they are not material creatures and do not have a physical body to damage. Also, skeletal undead should be immune to damage from daggers, spears and other piercing weapons as they have no soft tissue to damage. They should take half damage from slashing weapons like swords and axes. Blunt weapons such as clubs, maces, etc. however sh
Suggestions for Undead race...undead, being without emotion or passion, should be immune to fear effects. Also, given that they are not "alive" in the usual sense of the word, they should be immune to Death magic, the Reap ability (they have no life force to steal) and be 100% immune to Cold / 50% resistant to Lightning, as being bone they have no soft tissue to damage.
Surrender: When the sovereign of a faction surrenders, it makes no sense for the cities and resource structures under their control to disappear. Instead, each city should have a percentage chance of joining the faction the sovereign surrendered to. Any attached resource structures should also join the faction if the unrest check succeeds. Any cities that do NOT join the faction should be turned into a Neutral city that functions like a minor faction that continues to generate
Nerf requests....Kraxais Betrayal ability seems overpowered. It should ONLY have a chance of success equal to the Unrest level (for example, it will work on a city with 25% Unrest 25% of the time, and regardless of success or failure, the money is spent anyway) and a faction's Capital province should NOT be vulnerable to this ability. As it stands, it allows someone to capture your last city, if it is your Capital, without firing a shot. Your Capitol should only fall to actual Milita
Know your enemy....use spears against enemies with super high Defense as a means of being able to actually damage them. Use swords when faster Iniitiative is necessary, against opponents using blunt weapons, and those with spellcasting ability. That said, a sword works best against high defense opponents when combined with an Assassin using the Shadow attacks, as they lower defense against your attacks, or a Warrior with high Attack values.
Hmm, perhaps it would be possible to mod a custom race that can use BOTH life and death shards and spells? That would be interesting, if so. Specially if you can create spells/units/Champions that would only be available for that race.
You can choose which factions the game uses when you first setup your game. Just select which factions you want at the second selection screen. You don't HAVE to have any faction you don't want to. I usually remove Resoln (the spider's Beguile ability makes melee combat a chore unless your Spell Resistance is high enouch), the Undead (the Fear ability is another one that unless your Spell Resistance is high enough can get your entire party slaughtered) and the Kr
That deletes Sovereigns, not custom factions. Custom Factions are entirely new Factions/Races created with he Faction Editor, using one of the base Races as a template.
Thank you for your positive reply. Another thing that occurs to me is that (especially for Life spellcasters, perhaps for all of the Mage class) there should be a way to dispel spell effects during combat, and to remove overland spells on the strategy map, at a cost of mana equal to twice the casting cost of the relevant spell. Also, a Cure spell to remove poisoning and other negative non=magical conditions would be nice, too.
I don't think I've seen this in another post. How is the score for the game calculated? Presumably, the higher the difficulty, the higher the score. What other factors are there? Thanks for any replys I get, and God bless.
It seems to me that the spell system could use some upgrades and variety. Particularly the Life/Death path. For example, why not a Shadow path, unlocked by having both Life and Death Apprentice that provides some of both Life and Death path spells, as well as its own unique spells? Further, shouldn't Life spellcasters have accesss to spells that cure lingering injuries for champions, rather than having to find potions to do it? Also, shouldn't Life spellcasters have spells that disrup
[quote who="Primal_Savage" reply="1" id="3434684"] Hey anc40, A. The quests you mention have generally been working fine for me. So, the first thing I would do is verify the integrity of your game cache 1) Go to your Steam Library 2) Right-Click on "Fallen Enchantress: Legendary Heroes" 3) Select "Properties" 4) "Local File" tab 5) Verify integrity of game cache NOTE: This will
Thank you for acknowledging my post, I already put one in the support thread, that I recall, but it's not received any response, just 10 views. Most odd. I will try your suggestion of being more specific about the quests and see what happens. I know that one of the quests that malfunctioned was the one about getting the farmer's daughter from the slavers and returning her. I got the farmgirl unit, and put her in my party, but when I go the generation spot, nothing, not a peep. Others
[quote who="Primal_Savage" reply="84" id="3434444"] Temple quest? More info is needed to help you out...[/quote] Unfortunately, I can't be more specific. There is a quest icon marked Temple or Ancient Temple, but when you actually go over it with your unit, it disappears with nary a trace, and no entry on the quest list on the left hard side. . Any idea what it's about? Really, though, I'm more worried about quest stability
Quest bugs, quest bugs, quest bugs....I DO wish they would get a patch out ASAP to fix these days. Now the Temple quest I see about disappears when I go to it...no warning, no anything, just vanishes....sigh.
Doesn't make any sense to me, either. Apparently, something just isn't right with the AI still. I HOPE they get this kinda stuff ironed out, because people are getting annoyed about this sort of thing, given how long the game has been out.
Is there a developer code that allows you to access the individual quests and force them
I could have sworn the Rebellion opening at the very end mentioned something to the effect of "If the legends are true..." All the same, thank you for your response, and I HOPE they put out either a DLC for Rebellion or an entirely new game based on that game universe. The Culture system, IMHO, needs reworked. It's far too easy to get overwhelmed by enemy culture unless you exclusively research the tech tree branch that deals with it, and don't research anything else. Not a good thing
Was just dropping a line to see if anyone know whether a continuation of the Sins series is in the offing. From the opening video of the Rebellion game, there is apparently more to follow, it mentioned a "legend" of some kind. Unfortunately, I've seen nothing on the Stardock site or elsewhere that mentions an addon or expansion. Anyone have any knowledge to share on this?