Supreme Shogun

Supreme Shogun

Joined Member # 2284077
20 Posts 675 Replies 15,840 Reputation

[quote who="GFireflyE" reply="6" id="3251795"]Best countdown vid EVER.[/quote] [quote who="cardinaldirection" reply="9" id="3251834"]Nice to meet you folks, and thank you![/quote] Agreed. Good luck over there! Being able to see some behind the scenes stuff was awesome.

37 Replies 104,067 Views

[/quote][quote who="harmonius_" reply="8" id="3248444"]Imho balance in game is more important than realism. Game should be fun. Game is more fun when there are many ways to play. Disbalance leads to limited number of viable strategies.[/quote] I know I am late to the debate but I don't agree with your initial premise. I think the building costs for weapons are armors are very balanced. Don't see why they need further tweaking. Also I disagree with you

20 Replies 7,576 Views

Easier question, when content-wise. Should I make my own thread and allow others to check it out? 10% done 20%? or at least 50%? Currently at So time to get cracking on the mod.

32 Replies 18,992 Views

Ok hard question #1 - Would it be possible to have a building unlock if a champion picks a certain ability. (Governor General) Let's call the ability "field training" and the building "Boot Camp" or "NCO Academy". I know I can make a building using say the adventurer's guild as a model/template - change the internal name. I could then alter the xp gaining to taste. Then leave the 1/ faction in place so every city can't have one. Is this po

32 Replies 18,992 Views

The hills are alive with the sound of muusic. Seriously, for a second. Awesome idea. Going to check it out.

73 Replies 260,913 Views

To each their own, whether they're immortal or not. I for one have a problem with the current system. I've played at max champ frequency and that doesn't help me much. I wouldn't be opposed to limits or huge cooldowns or huge costs or all of the above. I just want more champion.

15 Replies 13,093 Views

I'm thinking about it. It probably would result in some serious min-maxing if you could take a second class. Where is your path mod? I found thread for balance mod and goetia. Is it in one of those or is it seperate ?

32 Replies 18,992 Views

If you are referring to Kitty as the event, I've never been so lucky as to get any event in the early game. So no I can't exactly agree its OP.

3 Replies 4,337 Views

[quote who="seanw3" reply="7" id="3250128"]Before you code dozens of classes, you might want to think about how you could make this mod compatible with other mods. Specifying restrictions based on race or faction can get messy. Gender is a great idea though. How are you going to handle cross-classes? Having too many traits available at once makes leveling too random, so that a character you want as a Mage-Fighter, will never get the chance to choose that. The best solution seems to be to allo

32 Replies 18,992 Views

[quote who="seanw3" reply="18" id="3251083"]Give you ideas for spells? I am watching this thread to steal all of yours. [/quote] Ha ha ok. I'll take that as flattery. I could have went the route of all D&D, but I thought others who had some real art experience would do better and started off with something else. That's how I got started on the paths. It's just awesome how you can easily twist the wraiths into a custom drow faction (hint hint.&nb

32 Replies 18,992 Views

[quote who="Zubaz" reply="335" id="3251064"] Content Added the Ignys Shortbow Added the Twisted Ankle injury Added the Twisted Knee injury Added the Recruit Bandit spell (only sovereigns with the Bandit Lord profession can use it, converts a bandit to your side in tactical combat for 25 gildar) Added the Revelation city enchantment (magic tree unlock, +1 research per essence) Added the Arcane Forge city enchantment (magic

357 Replies 610,952 Views
Reply to adding path in FE Modding

Okay, but you should be able to click "Use Mods" and restart the game. From Steam even. Right ?

25 Replies 84,081 Views

Edited OP with Geomancer and Blue Mage. I guess I have a lot in my plate for new jobs/classes. I'd really be looking for ideas on spells and abilities for each job if people care to comment. Feel free to say what you'd like to see me add-in as well. It's one thing for me to like it, but another for others to like it and use it and/or not destroy any hope of balance. Also since it's not mentioned, I think - I thought Summoner was too OP the way it is pre

32 Replies 18,992 Views

Any ideas - please go modular. I'd be with you on the monsters based on what you can achieve / how they ultimately behave. I'd very much like the second idea about not killing off other side's heroes. I don't understand how adding monsters make them more powerful to recruit. Because you don't get those if you pay the money for the hero. They die off or vanish and you just get the hero. Not sure I am with you on the un-tie

7 Replies 6,739 Views

[/quote][quote who="Lantros" reply="16" id="3251052"]Its up[/quote] Holy cow. [e digicons]:moo:[/e]

21 Replies 27,817 Views