More polished is always better. The official release should be as flawless as possible. Every post in the Support Forum should show a dev as the last reply. Take your time.
NaytchSG
Dsraider did a sweet arrow tower mod FE:LH: https://forums.elementalgame.com/452322 [eMod] City Spires By DsRaider "- This Mod removes City Archers from the game and replaces them with
[quote who="abob101" reply="280" id="3506181"] Working on a patch now, currently it includes some bug fixes, couple of new prayers for the Priest and some more interesting stuff for the Dremorian Nation. Hoping to do a few smaller patches now rather than a 12 month gap between releases.... [e digicons]8(|[/e] [/quote] The nerve of you! Doing things in your spare time for free to improve a game I got for free! Why I oughta... [e digico
Could Empire priests give an injury to heroes or even your sov? Mark of Malevolence could immediately drop the enemy hero's hit points and spell mastery by 25% and then give a wound at the end of combat. (If you can't give the actual wound during tactical).
Started up a new game for the first time in 3 months and Demon and Wizards is better than it has ever been! Summoner sov and first hero a priest... Will post more as I progress. Using Paladin mod with no problems thus far! What an ambitious and polished mod! {end gush [for now]} [e digicons]:blush:[/e]
Frogboy: "... Just FYI." I am so excited by the beginning of this line!! (didn't want to give anything away [e digicons]O:)[/e] )
Flying and swimming/amphibious units that can move from island to island and attack naval forces please! I don't think I saw a single flying unit in any of the vault pictures. Would be nice to have a belt slot for the hero screen. More potential items is more fun. Abilities/skills: dismounted fighting: the first 20 hp of damage are taken by your mount, then the mount dies and you fight on foot. battle terrain s
50/50 in current 1.7 game. Also the summoned fella is so lame, why even waste a turn? If it was a group with high dodge and init that would at least be a slight challenge. Also insta-summon death on death of Shaman means he dies as soon as he is summoned in most cases as I want that pesky shrinking/coal stones guy Dead! I want his Family Dead!! {ahem}
I will use defender on swordsman units as they can tank and still counterattack. I go through most of my games with Fast, Finesse Spears with either Constitution/Ironskin/Lithe/Balanced for the last trait depending on mood/spellbooks/essence slots available. Horses over wargs for mounts for extra map mobility. Ranged troops will get Precision, Fast and Lithe for dodge. I almost always play a No Armor custo
I suck at making quotes work, but in regards to the XP split issue, could no XP split be made part of the Adventurer sovereign trait, to increase the value of that pick? Or the sliding scale where 2 heroes suffer no split, but 3 or more suffer mightily (esp if Adventurer profession sov is not in party)? Agree that city levels need reworking and second the idea of some more rare picks for each city level. Perhaps certain (Commander?) heroes bring unique city
Quote from changelog: "AI won’t cast negative city enchantments on players it isn’t at war with anymore" Will negative enchantments already in place auto-dispel upon a declaration of peace? I've had a few times where they have lingered. Thanks!
[quote who="Murteas" reply="47" id="3478137"] Sovereign mana production reduced from 2 to 1 - This makes my early game mage/summoner very sad. [/quote] Agreed! Can we find shard/mana dust as loot once in a while? Or make it a 2 point pick, or couple it with physical weakness instead?
Isolationist negatives: Increase settler cost to 60 pop. Can you increase costs of trades in AI diplomacy screen? Can you keep the shops from other factions being accessible or can you inflate the costs even worse than they are now? Isolationist positives: Slow other factions movement in their territory by 33%, increase to 50% when they research Caltrops in military tech tree? Love the nature spell Grow forest for an isolat
Impulsive is given as the Strike Garrison perk at level 3 Fortress. Oops just reread OP about Sov trait, nvm!
I would like the idea of city limits being sov or faction traits. could be positive or negative. A Feudal lord trait could boost your treasury every turn and get you a levy of random troops every 10 turns in return for your protection.
[quote who="parrottmath" reply="174" id="3472730"] One drawback to the expansion technology is the capture cities problem. As I capture cities am I required to raze the cities if the number of cities is larger than the number of cities that I can maintain? Not that I don't mind that you can only have X cities until you research expansion techs. I don't claim to have a good answer to address this issue, but I'm curious what situation would be good for this situation.[/quote]<
Great ideas, I would suggest that you make charm hero the lvl 4 spell and charm creature the lvl 3 spell. Reminds me of Saberhagen: The Mindsword's verse in The Song of Swords describes its power as follows: The Mindsword spun in the dawn's gray light And men and demons knelt down before. The Mindsword flashed in the midday bright Gods joined the dance, and the march t
[quote who="Edwin99" reply="39" id="3471894"] I would like to see creatures designed to use a specific group of spells. When you encounter a group that includes one or more of these creatures you face an AI that excels in using a specific school of magic. You might have an Ogre Shamen that focuses on Offensive Earth Spells and another Ogre Shamen that focuses on Defensive Earth Magic. Example: Frost Giants have a Shaman that casts water spells of
[quote who="Murteas" reply="220" id="3471868"] Quoting Maseren, reply 218 Abob! I would like to thank you for all your help, having your game + Xtra's + COS totally revived my game. I gutted RiverMod, honestly I can live without new river types etc... i'd rather have real resources! Now i have to make sure that Xtra's mod is working properly for me and all is set! Waiting patiently for your upgrade! Could you please, please, ple
Well if nothing else, you can now make a really useful "stationed in city" trait for Commanders that let's them summon additional defenders during a city siege. "Send for reinforcements" aka "The Beacon!! The beacon is lit! Gondor calls for aid!" (love that scene!) could be a high level perk down the tree. Could you summon the reinforcements behind the attacking enemies to reflect an army riding to break the siege? "Look to my coming on the
[quote who="Frogboy" reply="85" id="3471765"] Quoting UnleashedElf, reply 84 $20 - sold. How will the units distinguish themselves with no unit design? i look forward to going into detail shortly in the founder's vault. [/quote] Um, you forgot the hyperlink under "founder's vault." [e digicons]O:)[/e] j/k Finish up 1.7 first, no rush.
Your beta testers await your call to arms!
Space: Above and Beyond and especially this: [video]https://www.youtube.com/watch?v=uLQhKLPwUp4[/video] And not in space, but never skipped when I played... Mech Warrior 2 Intro: [video]https://www.youtube.com/watch?v=-X3GD0UnBCk[/video]
[e digicons]:time:[/e] [e digicons]:|[/e] Can't wait!! All signed up!
[quote who="Frogboy" reply="114" id="3470762"] The things you mention would go way beyond teh available time I have left unfortunately. I think quite a few of the spells now will do a lot more as I fixed some things that was preventing the AI from casting certain spells. The *effect* of which I don't know yet. The list I posted at the beginning of this thread is the list. Anythinb beyond that would have to wait until a future update. I've