webusver

webusver

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Let regular troops gain perks (from the list of Unit design) while levelup (1 perk for 3 levelups). What do you say? Another proposal is to let players decide whether their champions (but not AI) could be mortal and die in battle. Let enemy champions be captured after battles, taken to prisons, awaiting for payout or try to escape each turn.

1 Replies 862 Views

Fallen males Quendar, Urxen and Trog can't properly equip Assassins leather breastpiece of armor. When they are mounted the armor floats above their heads.

2 Replies 1,306 Views

Another issue that I've found is about localisations. In a city menu I have two main options: Build and Train. But the word Train has two meanings - Training and a Railroad Train. And in my localisation it is translated like Railroad Train. It's confusing to recruit units through the option like Railroad Train. I suggest to replace the word Train with any word that has one meaning: Recruit, Mobilize, Army, Units...

2 Replies 1,306 Views

Few notes that I've found: 1. Ironskin ability (Defender class) gives +3 Defense but description is "20% Spell Resistance". 2. Some spouses have Healer1 ability, but there is no ability with this name. 3. Some spouses have an item Lifestone but there is no such an item. 4. There is no such ability Constitution1. I gave (modded) the item and the abilities to Relias but nothing appeared on him. This doesn't crash the game, but some content of the game i

2 Replies 1,306 Views

War of Heroes - a mod for Elemental Reforged v.1.2.1. https://www.nexusmods.com/elementalreforged/mods/4 All trained units consist of 1 figure, like it was in AoW2. All units and monsters have at least 1 counterattack, instead of 0. All units and monsters have 20 dodge, instead of 0. Heroes have at least 5% chance to deliver a critical hit, inste

2 Replies 2,498 Views

Human player feels challenge if major battles bring losses. AI should send and send again its meat waves and human player's doom stack should suffer. Strategically AI shouldn't be afraid of a strong human player, it should combine full-stack armies asap and send them to atack the nearest enemy army or city. Tactically AI should concentrate on killing one enemy unit rather than attack different opponents. AI already tries to do this. Tactical AI is not bad. The other thing I suggest is

2 Replies 2,172 Views

Few bugs I found in 1.03. 1. When I create a chainmail vest from recipe I can equip it even on those who don't have chainmail specialisation. 2. I created few units at the beginning. After that I researched Leatherworking, but didn't upgrade my units. But on strategic map I see their portraits with helmets and other leather armor parts. When I switch to their inventory I see my units unupgraded. When I return to strategic map I see them upgraded. 3. I created 2 kingdom

1 Replies 1,093 Views

It's very very good that Elemental game was reforged! Let me dream that the new game will be even more heartful unlike the soulless Age of Wonders. Make the future game more dramatic and may be even more romantic. May be add some quests about relatives. What I can suggest... The game has Units, that consist of Figures. Let every Figure be a unique Hero. So we recruit Figures in Towns and place them into Units. The most valuable figures are assigned as Commanders of the Unit and

0 Replies 411 Views

I found that in v.1.7. there is 0.0 instead of 1.0 which was in 1.6. this is in CoreAIDefs file. Do you have the same? 1.7. also features new threat estimation scale. Perhaps this is the reason why AI loses its units (not only heroes) too much. I played several times with 1.7. and also was disappointed that AI was so silly. If I set <AIPriority InternalName="Goodie

12 Replies 27,177 Views

[quote quoting="post"] Hi all, I know DSRaider has done work on this, not sure if anyone else has mucked about with it.... I'm finding the AI has a tendency to spew out cheap units, rather than go for the higher quality ones. In my mod that i'm currently testing i've got a few units that are similar to slaves, i.e. they are cheap cannon fodder and cost no maintenance. The AI seems to love them and churns them out like hot cakes. Th

3 Replies 4,038 Views

[quote who="KamratMjau" reply="376" id="3478482"] Yeah, in Patchwork it's insanely easy to max out initiative, especially if one uses custom factions. The combination of the Quick racial trait with the General class, the Fast unit trait and staves or swords is kinda insane. Thinking of lowering the bonuses from Quick and General to 5% instead of 10, and the Fast bonus from 2 to 1. [/quote] Right you are. Soon there will be an update compatible with v.1.6. and

381 Replies 1,650,084 Views

[quote who="rugby9" reply="354" id="3459898"]Hi Webusver, thank you for providing such a great mod. I would like to add roads back in as I just cannot take the default roads (I really like paving everything...). Would you be so kind as to tell me how? If you are too busy I completely understand. I have an idea how to do it, I just do not know exactly where your changes were made. Thanks again for providing such a great experience. - J[/quote] But you still have this option - create

381 Replies 1,650,084 Views

[quote who="daskallu" reply="352" id="3456898"] Hey and thank you for this really nice mod. I installed it after 50 hours of vanilla Legendary Heroes and I love how much this has changed the experience. Combat and the AI are now much more engaging. 1. I have a few questions however. I think the races are too much the same now. Everyone seems to be either "quick" or "lucky", there's not much variety. So I changed some of the races as follows: t

381 Replies 1,650,084 Views

You can get v.1.6. here http://www.nexusmods.com/fallenenchantress/mods/1891/? I had intensive gameplay during this month and made lots of balance polishing to Patchwork mod. Road building trait was made more expensive because otherwise it makes expansion of human player very quick. Default sovereigns have predetermined paths. So Lady Procipinee will never be an assassin but always be mage. All custom

5 Replies 16,359 Views

The mod is updated to v.1.6. http://www.nexusmods.com/fallenenchantress/mods/1891/? I had intensive gameplay during this month and made lots of balance polishing. Road building trait was made more expensive because otherwise it makes expansion of human player very quick. Default sovereigns have predetermined paths. So Lady Procipinee will never be an assassin but always be mage. All custom sovereigns

381 Replies 1,650,084 Views

[quote who="Crastiloowa" reply="346" id="3450373"]Might also have a look at Primal_Savage's solution here: https://forums.elementalgame.com/451107/page/6/#134 ...which uses high-priority items in the sovereign inventories to determine the sovereign paths.[/quote] I might say this is a very clever idea but it is not mine and human player may receive an artifact... can it give the second path if player uses it being at 3 level or later? Two paths could make

381 Replies 1,650,084 Views

[quote who="Crastiloowa" reply="344" id="3449802"] Quoting webusver, reply 341It's impossible to force AI sovereigns to choose certain paths unless all sovereigns somehow start at 2 level and have predefined paths. Could you just give all the AI sovs "veteran" trait and pre-select their path for them then? Couldn't really do either-or choices or force them into "specializations" (e.g. summoner) but it might be better than seeing another Ceresa-Warrior or M

381 Replies 1,650,084 Views

[quote who="Sentinemodo" reply="340" id="3449274"]For the higher level difficulties - would you be able to mod that AI sovereigns start at level 3 with the first two essential pick already taken?[/quote] It's possible to add levels for ai only units, which can not be accessible by human player, but all sovereigns may be available to human player from start, so I don't know any way to add levels for sovereigns that are managed by AI. Though it's possible to add more hit poi

381 Replies 1,650,084 Views