NaytchSG

NaytchSG

Joined Member # 2436731
89 Posts 631 Replies 9,570 Reputation

[quote who="Murteas" reply="205" id="3470357"] Wow, I love both of your mods, so to see you working together to get them compatible is awesome!!!![/quote] Yeah! [e digicons]:beer:[/e]

349 Replies 1,262,044 Views

[quote who="abob101" reply="101" id="3470125"] Quoting DsRaider, reply 95 Quoting Primal_Savage, reply 88Does that also fixes other upgrade lines? Altar-Shrine-Temple Quarry-Mine-Trove Mine-Smelter-Foundry-IronWorks AI will only build the bolded ones unless the resource/shard is within city walls. This would explain a lot. I was wondering about this. @Frogboy - can you manage to squeez

211 Replies 575,805 Views

[quote who="GFireflyE" reply="121" id="3470149"] Quoting Alstein, reply 120 I feel in general the big problem with LH is that many choices have obvious answers- I don't have to think much. I find that one of the primary proponenets to this is that the buildings have no maintenance cost associated with them. If there were some kinda of limiter, difficult choices would need to be made in order to best design your city.<br /

156 Replies 835,396 Views

[quote who="perigrine23" reply="26" id="3469272"] Quoting NaytchSG, reply 20Quenching Rain vs Fire School Blast Furnace vs. Water School These 2 already exist as Protection from Cold and Protection from Fire. I don't think the others are necessary because there is very little earth damage in the game and lightning avoiding the common resistances available against fire and cold is a major characteristic of that form of damage.[/quote]

75 Replies 235,992 Views

And not to double post but I was inspired by folding laundry [e digicons]\o/[/e] Tactical spell school counter spells: Quenching Rain vs Fire School Blast Furnace vs. Water School Airy Indifference vs Earth School Oppressive Stolidity vs. Air School So if I face Magnar or a dragon in battle fire damage spells and fire attacks in general do half damage. Or if I fight Ma

75 Replies 235,992 Views

I second abob101's comments about new tags and the AI's use of existing spells. Also the posts about tactical summons, and as many as I want if i have the mana to do it, and the true flight would also be wonderful. Loot should just be a bandit lord trait, great idea! May I add a Bandit Lord Sov-only tactical or strategic spell- Phantom Pickpocket: You randomly steal an item from an enemy hero. (Cooldown of 99 turns) Tactica

75 Replies 235,992 Views

[quote who="SwordOfJustice1" reply="48" id="3468849"] No replacement for the random name generator? Nothing to make the new DLC leaders and factions have correct names when used in the game? Really? Cheers, Sword[/quote] The The Dead approve this message [e digicons]:grin:[/e]

211 Replies 575,805 Views

Alstein: " One crazier idea I had in ghd pzxg, though it might not be doable in 1 man-hour- would be to ditch individual upgrades, and have levels of fort like what AOW3 has, with each level of fort getting bonuses. The AI I believe would have an easier time with this. Make consulates a high-level unrest reducer building in the Civics tree if you do this. Probably too radical of a change though." This is a g

211 Replies 575,805 Views

Please leave xp for bandits, it will give a needed boost to my governor heroes and make it all the more important to have them to defend the homeland. Also a Bandit Lord sov would naturally pick Rebels as a positive Negative trait to boost his recruiting ability, might make for a fun play style. And farming in a SP game should be left to player preference. Agree with GFireflyE on a greater meditation spell but +1 mana per essence is ok for starters. Especially if

211 Replies 575,805 Views

After playing a few more games with 1.6, I will just add how FOW is revealed at the end of a units movement (i have to click tile by tile to see what is around me lest i finish near a powerful enemy) and the pathfinding that will allow your army to destroy a newly gained enemy improvement if you are still in the same turn. Also the AI never attempts to offer gold when suing for peace. And the diplomacy having separate screens for treaties and trading is ter

156 Replies 835,396 Views

Mass spells that affect a whole army on either tactical or strategic level would be great. I would pay an extra 20 mana for a spell that let me Nature's cloak all of my troops before fighting a drake, for example. i.e. Mass slow Mass haste Mass courage Mass web Mass shrink/growth (could be quite expensive) If the AI gets more aggressive casting negative city spells, a magic shield that can protect vs such spells

211 Replies 575,805 Views

Sounds interesting, especially if there are options to make the pawns hostile/allied with the bad guy at the start of the game to increase the challenge. Quests that influenced relations with the pawns would be awesome. $20 is an alluring price point, thanks for the heads up!

108 Replies 298,823 Views

This mod is a terrific piece of work and i have been able to run it with dsraider's Blood and Mana mod w/o crashes. Love the traits and the quests are really well done. Look forward to any future classes you put together. Thanks again.

73 Replies 110,487 Views

[quote who="Primal_Savage" reply="13" id="3466458"] Quoting NaytchSG, reply 1Spiders should auto-cast web or spit and then be able to move. As it is now they waste a turn or two. Can be done w/o using those precious 16 engineering hours! https://www.dropbox.com/s/zcapgs1e9yicz3w/XD_NaytchSG.zip Spiders will now move after using the following spells: - Spit Acid I (Exclusive to Spiders)<

38 Replies 89,815 Views

1.7 is coming! Sweet! Spiders should auto-cast web or spit and then be able to move. As it is now they waste a turn or two. Please get AIs to build troops in fortresses almost exclusively. Please fix path finding and how fog of war is revealed. Please fix tactical AI that places a troop in danger of two attackers when it could face only one opponent. Looking forward to your machinations!!

38 Replies 89,815 Views

[quote who="davrovana" reply="5" id="3466115"] Quoting NaytchSG, reply 4 Another problem with magic currently is the lame "one time" use spells. Only one hero or sov can have tireless march?!? Only one can be annointed by fire? And the vanilla summoning system is awful! In the Legendary Heroes Beta, it used to be that way. It made it possible to create stacks with a 13 move. One stack of doom could win the game in one turn.

7 Replies 15,174 Views

[quote who="davrovana" reply="3" id="3465987"] quoting post I personally would love to see the current mage class split into evoker and summoner and then another support or close-range type mage added. There's an app for that![/quote] This game really could use more spells and Demons and Wizards definitely fills the need: it introduces two whole new schools of magic and creates a summoning pool that makes being a su

7 Replies 15,174 Views

Still frequently observing the lone hero and solo sovereign issue, as well. It might make sense to send a lone hero forth to quickly hit unprotected goodie huts, but a solo sov is weakening an enemy AI's mana pool with every defeat. I also always take strike garrison at Fortress level 3, and typically only build one troop producing fortress city. Any other cities I settle are Towns or Conclaves. Other fortresses are only obtained through conquest. Would

7 Replies 20,861 Views

Adventurer starts with 3 quest maps and two henchmen along with the militia and spearmen but can only settle a city once they reach X level (9th level in AD&D, oh is my nerd showing? [e digicons]:blush:[/e] )? They can conquer a city, but the found city button for them is disabled at the start of the game. " I really hate how they did professions. Half of them are actually faction traits that have nothing to do with the actual Sovereign. This is really c

19 Replies 33,138 Views

Could the bandit lord get a pick pocket ability to steal an item from an opposing hero/sov? Or is that hard to code? or can bandit lords get the ability to build low-level skirmishers from a special building called the Cantina? [e digicons]O:)[/e] They only cost one turn to build, can be melee or ranged. (or do you want them to spawn from merc camps, but make sure a bandit lord starts with two nearby?) Adventurers could get double loot from l

19 Replies 33,138 Views

"Reclusive" as a name for the trait of the turtling sov? Perks: + 5 to mana a turn, + 1 per level to research when in the city, all militia in the city are squads of golems (can have different random offensive and defensive enchantments), can cast arcane monoliths (see below), can build an essence slot for every city level (max 5 for the city). Gains xp with every spell cast. Negatives: half fame generation, no henchmen, no settlers, opposite of adventurer cla

19 Replies 33,138 Views
Reply to N/A in FE Multiplayer

"The The Dead have declared war on us." I know The Dead are scary, but my herald should have some faith in His Sov. :) Still typos in the Tim the Giant Skeleton Quest and in the corpse spider descriptor encounter in the rats quest.

8 Replies 14,730 Views