TBS Gamer

TBS Gamer

Joined Member # 2161200
0 Posts 8 Replies 8,180 Reputation

Just for clarity... This post isn't a complaint about the vanilla game. It's just meant to facilitate a discussion. If that discussion eventually improves the game, by eliminating duplicate army bonus trait stacking for example, then all the better. I'm quite happy I posted it, since OliverFA_306 and Ulysses_31 provided me with the data I needed to take an accurate look at the impact of various levels of bonus xp gain.</span

31 Replies 44,445 Views

All of those bonuses from Trainer, General, etc. DO stack, Carn112004, and with proper stacking can result in incredible (and abusable) bonuses. This is a good point. Should they stack with duplicates of themselves is another discussion entirely, in my opinion. The 85% bonus xp (option 4) requires Potential 1 + Potential 2 + Potential 3 + Knowledge. So at a cost of 4 early picks, you will eventually gain 5 picks and 5 levels, for a net gain of 1 pick and 5 levels.

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Using the data provided by OliverFA_306 (thank you) and Ulysses_31's delta formula (again, excellent work)... we can see that total xp at a given level is estimated by the summation of all previous delta xp i.e. the summation from n=0 to n=(level desired to know total xp) of 1.4*x*x+8*x which can be verified to follow the total xp progression (within a small error) using the free online summation calculator on

31 Replies 44,445 Views

@poot, First of all, I absolutely agree that requirements aren't as transparent as they could be, and I find your post well stated and well reasoned. However, I really wish you'd started a fresh post, instead of resurrecting that bit of infantile tantrum I had to wade through to get to your reply. I read new posts too. I promise. I think the real question is WHY you can't just build the building on a swam

10 Replies 12,655 Views

I was also taking the xp booster traits due to behavior training from Beta. It was only once I took a look at the math did I realize I was probably shooting myself in the foot. I'm a big fan of making decisions exciting, but there are such limited avenues for "new" levelup traits. What if I took those 4 traits and turned them into summons? A level 1 shadow warg, level 4 bear, level 5 demon as substitutes for potential 1, 2 &

31 Replies 44,445 Views

So I started doing a balance pass assessment of the heroes on the premise that Legendary won't change this aspect of the base FE game... and once I started formatting out the existing heroes it became clear to me that if you had a level 1 hero which typically starts with 2-3 traits... it was a potentially much stronger hero than the prebuilt upper level heroes. Originally, while playing the game, I just assumed these advanced heroes were sub p

14 Replies 21,281 Views

I've taken a look at what you had in the zip file and I would be honored to throw your 68 heroes into my next game. Flick in particular, with his broken nose, and underdog traits made me smile. Don't sweat the small background story. Short and sweet is fine by me. No 68 novellas required! Can I have your permission to include your heroes into my ongoing game modification collection? (with credit of course) And +1 kar

5 Replies 15,662 Views

So the base formula for experience in Fallen Enchantress is y = 2.1^x, where x is your champion's level, and y = the experience required for the next level. Essentially this means that experience required increases by a little more than a factor of 2 every time you make a level. So, it progresses something like this: level 5: 41 xp needed level 7: 180 xp needed level 10: 1668 xp needed level 15: 68,122 xp needed

31 Replies 44,445 Views

Excellent catches. Specific feedback with fixes included. The devs couldn't ask for better! On a completely unrelated note... You have created new champions? Give me a link to that file, please! I'd love to look at your work. At the very least, I have added this to my own modded files fixes. Great work and what a time saver to have it all laid out like that. Shannon is Amarian (Pariden) so I made her a kingdom champ. <

5 Replies 15,662 Views

Feedback specifically for FE Ver 1.291: CoreSpells.xml has changes to majesty spell (added), confusion, cloak of thorns, shadow world (and spell of making). All excellent fixes. Especially the AI victory type for spell of making. In my mod I increased the mana cost, but it's getting there. The spell of victory shouldn't cost 1/8th of Curgen's Volcano. *boggle* ElementalDefs.xml has changes to min materials yield to tiles wi

17 Replies 13,536 Views

Feedback specifically for FE Ver 1.291: CoreSpells.xml has changes to majesty spell (added), confusion, cloak of thorns, shadow world (and spell of making). All excellent fixes. Especially the AI victory type for spell of making. In my mod I increased the mana cost, but it's getting there. The spell of victory shouldn't cost 1/5th of Curgen's Volcano. *boggle* ElementalDefs.xml has changes to min materials yield to til

19 Replies 76,139 Views

As of 1.29 I looked in the TerrainTypes.xml and here's what I saw essentially: fertile land and river land contribute 1.5 units of grain to the area around them. (So if there were two "fertile" tiles you might see 3 grain somewhere between them.) Fertile (2 grain) Plains (3 g) Fertile (2 g) forest contributes 2.0 material to the area around it. base essence is 0.15 from tiles, with

106 Replies 323,297 Views

If we are going to annotate all beta changes in one changelog, do you think we could annotate which ones were added in the latest revision? The last time I checked this thread the changes for 1.291 said "unreleased". Just changing that to "new" would be awesome for me. This benefits me because I will know what files you mucked with, and it benefits you because I will know what changes to look for in game for testing purposes... Thank you.

19 Replies 76,139 Views

Here's what I changed it to (in CoreImprovements.xml): Adventurer's Guild Champions gain 3% of a level per season when stationed in a city with an adventurer's guild. It also reduces the cost of recruiting champions by 5% per adventurer's guild built. <RequiresCit

106 Replies 323,297 Views

[quote who="ulysses_31" reply="56" id="3322196"] quoting postBalance Unreleased: Champion Recruitment cost gets gradually more expensive based on the # of champions the player has UNbalanced since this will simply make the adventurer trait a must have (it' already quite OP), or make the use of the "steal siprit" spell systematic to avoid excessive hiring inflation (keep only the best heroes, use the dud heroes equipment & traits - it's still good value).

106 Replies 323,297 Views

On mounted troops escorting a couple of heroes with tireless march... I find charge to be pretty much useless because I'm already crossing the battlefield on the first turn, so in my mind it has a better place as something non mounted troops do at the start of the battle to gain favorable position and a first strike against possibly faster foes. I can respect your "working as intended" point of view though. It just doesn't see much use in

7 Replies 11,168 Views

Charge in it's current form is pretty useless, in my opinion. You usually can't reach your opponent (on foot, without tireless march at least) on turn 1 of combat, and simply end up isolated from your accompanying troops on the far end of the battlefield in first strike range of your AI opponent. Wouldn't it be better if you could charge... when it was a good time to charge? These changes allow a unit to charge (on demand) once every 5 turns. In my experience... most combats are o

7 Replies 11,168 Views

I have asked this same question in at least 2 other posts and so far no one has been able to answer me. I will bookmark your post and check back later to see if perhaps you can get this question answered. It is the key hurdle to being able to completely retool faction customization in a sensible manner.

13 Replies 18,300 Views

Also... if you name your units "Tarth Cavalry" and "Tarth Greencloaks" it will be very easy to see what units are in the My Documents\My Games\FallenEnchantress\Units folder and find the one you're seeking to edit /view /delete /modify.

29 Replies 32,617 Views

Excellent work Kongdej. I will be adding these units to my next game to see how the AI does with them! I am testing my weapons balance mod, but all the same traits and weapons exist in my modded version of CoreWeapons.xml and anything that will encourage the AI to utilize units that have sensible trait combinations will help me test my changes. Thanks! For myself, every game I design a mounted scout with scouting, underdog and finesse using a spear. This unit typically gets a +6

29 Replies 32,617 Views

continued game log for fe1_29 weapons balance changes Turn 158, game functionally over at this point. Concurrently picking away at all 3 wild lands, and 1 war with Krax. The lowered weapon costs worked nicely. Selling weapons as loot is not as lucrative, which is good, AND equipping a hero with current tier technology weapons is also fairly trivial, cost-wise. Spears, combined with finesse trait are wickedly fun agains

8 Replies 15,652 Views

Excellent feedback Murrdox! I agree with your observations about the "turn this off immediately" auto-turn feature, city building progression (much improved!), research pacing (glacial to blazing), combat pacing being a little "fast", and tactical combat variety being enjoyable in the mid to later game wholeheartedly. Keep in mind that at the end of every research tree there are repeatable techs which provide % improvements in every dif

5 Replies 11,737 Views

Your only choice in the scenario you have described is to build troops. One of two things will happen: 1) you will exceed a neighbor AI on power rating and be able to get a Non Aggression Pact (and thus permission to pass through), or 2) you won't be able to exceed a neighbor AI on power rating and you will be ready to attempt to expand via conquest. The NAP treaty doesn't require "alliances" tech from deep in the magic tech tree. In fact,

11 Replies 6,397 Views

Test game, Large random map, 7 challenging AI, challenging world, default settings except sparse heroes playing as Tarth. Starting spot was 4-2-3 grain, materials, essence. Opted for conclave due to essence. The low materials yield and extra +10 unrest from tarth's faction seemed to give me a bit of a slower start. With only Lady Irane and the initial champion and a golem managed to clear out enough safe space for another city and sighted 3 more spots. I gue

8 Replies 15,652 Views