Blizzard spell or scroll (or sometimes Fireball if they are close together) is good for taking out those Trog Archers, but you need troops or heroes fast enough to get a turn first!
StevenRLynchAbundanceThatIAM
Can the same sov get different champions in different games?
1. Intangibles should be kept hidden so it is harder to game the system. 2. The results of choosing a certain option should be randomized within a certain range so that you can't be exactly certain how much of an influence it has on the SK's or other people's/minor factions' actions? I look forward to your replies!
I think SK is suited for a more random approach than LH was. Maybe part random and part fixed skill tree? =)
Agreed. For example, in that previous dialog in Reply #4, why would you choose option 3 when option 2 prevents the SK from coming after you with all his might?
I'm not sure whether it's a good idea to show what intangibles we have, after all, doesn't it just allow us to go for all the compassionate, famous, brave actions etc. that bring the best returns (although if brave actions require a loss it might not be the best bet)? For example, it's not really being compassionate if you are just doing it for the rewards. And the idea of being compassionate relies on doing that for the sake of doing the right thing, and not becau
Not sure if it's been reported, but whenever the unit with Amulet of Sorcery would have spent mana, they don't pay any, including Sov spells. You can get some pretty cool armies of SK troops once you can cast multiple spells in a battle. =)
Why do you think the Steam forums are so toxic?
I used this quite well in my first runthrough and defeat of the Sorcerer King on Beginner, Medium Magic, Oasis Map. =) Note: When the Sorcerer King knocked off one of my heroes, a trained unit was deleted from my army. There must be a way to have a defeated hero come back with an injury without knocking off a poor trained unit that was in the wrong place at the right time. ;-)
Simple, when you craft an item, you get the option to equip it immediately. Select the hero in that dialog and it is equipped, even if the requirement isn't met. =)
I agree with Elemental having a prominent place in the name. And renaming Fallen Enchantress to Elemental: Fallen Enchantress, and renaming Fallen Enchantress: Legendary Heroes to Elemental: Legendary Heroes would bring some sanity back into the system. I like the idea that the Elemental games have been (if you rename as in the previous sentence): 1. Elemental: War of Magic 2. Elemental: Fallen Enchantress 3. Elemental: Legendary Heroes 4. Elemental
1. Have the game remember the garrison status on the same turn, for both the Player and the Sorceror King. (BUG NOTE: If multiple attacks happen at the same turn, or sometimes only one at a time and the focus gets taken away by another event, then the attack doesn't happen.) 2. When a player hypnotises an enemy unit in a battle, they appear outside the castle. It would be fantastic if they would automatically join the castle's defending army if it has room.
Frogboy, please look at: https://forums.elementalgame.com/458223 Especially Point 2, as I think it's too late to change the art style. =) But definitely have a lot more ruins and stuff around the place.
I agree. I know a lot of people would be tired of comparisons with AoW3 by now ;-), but that's how AoW3 autocombat works. =) EDIT: Already mentioned I know, but the fact that other comparison titles already have this, it's important. Especially with Sorceror King's SP focus.
I know you can walk on shards when there's no monsters on them, but the game currently doesn't let you attack monsters that are sitting on shards. I'm sure we can dispatch them without harming the shard, and if we get an updated version where this is allowed, it would allow me to save a shard that has only 1 skerrick left. =) Otherwise, there will have to be a lore reason, but I would prefer if you can remove those monsters from where they're not wanted. ;-)
When there are spaces in the filename, it only saves up to the first space. So it would save as "Elemental" with no extension. You need to rename it manually, or when you do "Save As" type in the full name without spaces.
Yes, the Halflings are really fun! They have a 20% Physical Weakness but as long as they have okay morale they have a chance at dodging completely any incoming attack or spell (Lucky ability). Morale is VERY important for them as if it gets too low they get NO chance to get a LUCKY break. The new stuff is well integrated into the game, there are seals of power, and special buildings for conquered sites (a different one for each site, so cities are different based on what sit
Same as when we say things such as "shop-a-holic" the "-holic" comes from alco-"holic". That one always used to annoy me. =)
[quote who="jirkaesch" reply="22" id="3493720"] And BTW quick feedback I liked the spellbooks icons shown in the earlier screens (e.g. Sovereing.png) much better than the current ones (Setupscreen.png). [e digicons]:)[/e] [/quote] I kinda prefer the new icons, but I would be happy with either. What opinions do others have?
Yes, which is why I said "working option".
I think it would be fantastic if there was a working option in the Account Settings or whatever that defaulted all new posts and threads to "no subscription" (you could still change it on a per post or per thread basis). I personally think it would be better on a company level to have as little extra data storage as possible - I think the best possible system would be to have a working option that determines whether by default a thread is subscribed or not (ie. whether when you post a p
Oh, I didn't know that. I guess that's why you called it "Shenanigans". =)
Well, I have less tactical spells now, but for some reason (S) Summon Wight, (T) Summon Wight, and (T) Ritual of Completion, as tactical spells in every hero's tactical spell bar (and both the first two work as tactical spells). I'm not sure if this is due to your mod, or whether it is a conflict or bug with PrimalSavage's XtraDeconstruct mod capability file for NR.
This is the file that I have for the Ninja Path. The spell cost reduction seems to be bugged no matter what hero. I even tried changing " " from Ability to Spell , like the way the Path of the Mage is done in CoreAbilities.xml, but that didn't make any difference. http://legendaryheroesmods.stevenaus.fastmail.com.au/FELHNinjaPath.
No, I corrected it in my mods folder, and the old file was overwritten by the new file. The file in my mods folder has the same entry for mana cost discount as the Path of the Mage, and yet there's something weird going on. I'm not sure if it's to do with the actual hero involved, or not. But I know for sure that I had already corrected it to -0.25 already.