EviliroN

EviliroN

Joined Last seen Member # 3155540
25 Posts 556 Replies 20,220 Reputation

Is the intent to have them all only drop randomly? I have noticed that assigning items very low rates actually makes them very rare. I have not seen your items, I do not think, but in 20+ games, I have seen my items only one time, on an enemy sov, and he wasn't even following the level restriction.

52 Replies 30,853 Views

Q: What is intelligence good for? Does it have an affect on spell casters? The tool tip in the game states: Increases experience earned, ability to resist spells, and lowers the chance its spells will be resisted (paraphrased) INT of 35 gives 70% bonus to experience 17.5 spell mastery 17.5 spell resistance all available via

123 Replies 961,422 Views

Q: Is there any benefit to having idle (ZZzz...) production in cities, other than when you build units that do something with them? For instance, does it add Gildar? Research? Growth? Prestige? etc. Certain unlock buildings increase idle produciton, such as: tax office: The Tax Office produces +20% Gildar when the city isn't constructing improvements or training units. </p

123 Replies 961,422 Views

I mod the elementaldefs to increase home territory defense and attack and to 35% (from 25%) and also penalize enemy territory attack 10%. I think it works much better. I also make pioneers take 200 resources to build and double the ZOCs of cities as they level. it's effective but not exactly what I want, yet. But pretty sweet vids thus far.

11 Replies 4,929 Views

Anyone know if/where we can find these types of abilities? Unit UnlockCombatAbility ThrowingKnife Allows the unit to throw knives at enemies within a range of 3

49 Replies 34,925 Views

I believe, that units made with a custom race default to whichever faction you choose as a base. For instance, if you chose altarians, even you are playing a custom, they could still be used by altar (the AI). Correct?

6 Replies 3,364 Views

Please note that I am not saying FE is better. I didn't think I was condescending to anyone in my OP nor in my replies. All I am saying is: "I don't get it." I don't get what is so good about the game, that's all. I didn't feel like a wizard in my tower, I didn't use magic all that much, I played it like I would have any other civ-like, that's all. I did also give some caveats that I thought the game had going for it. Finally, if you read my last sentence or two, y

104 Replies 379,203 Views

[quote who="Takao21" reply="19" id="3096447"] We’ve grown up thinking that plate male is always the best and you should just toss that on to everything. Is plate male weaker than plate female? [/quote] I believe this is what you call a can 'o worms...

100 Replies 224,249 Views

I just noticed that I have been playing with custom factions and maybe that is why the pioneers are 1 production. I decided to try playing as a standard and the time was 7 turns... which is working.

8 Replies 8,309 Views

I am not getting a change either but after talking to HF via PM he says his is So what is different from ours and his? *edit* Also, I have changed the core file, put a changed core file in the mod directory, and changed the unitstats one and the value never changes. Furthermore, I have "use localized data = 1" in the prefs and -localdataonly in the shortcut target and still nothing.

8 Replies 8,309 Views

Has anyone found how to mod the production cost of a pioneer? I have tried increasing a number of things in coreunits and elementaldefs but the base is still 1. Anyone figured this out?

8 Replies 8,309 Views

[quote who="Heavenfall" reply="37" id="3085879"]Making sure the UI keeps the player informed: Hmm... would "Equipment is made of Metal (x)" make more sense? [/quote] IMO I would say "Unit counts as wearing plate" (no "some") and "Equipment is made of (x) metal" These construct sentences were are used to

145 Replies 93,402 Views