Crash causes a black screen with last sound effect repeating in the background. Can't find a steady pattern but it is frequent mid to late game. Debug.err DxDiag ProgramData
RogueCaptain
[quote who="Satrhan" reply="20" id="3099117"] Also, I'm not really sure on the mechanics at this point, but how is unit production handled, specifically costs and production time? Because it might be a nice idea to separate the training time for the unit from the production time of its equipment. That way techs that deal mainly with unit traits and special abilities could go into the warfare tech tree, and production could stay mainly in the civics tree (where it belongs IMO). Warfar
Look guys, if the good old USofA and Isreal can launch a *pause for effect* cyber attack against Iran's nuclear refining plant then Anonymous won't pose much of a threat to national security. But hey what do I know??
Shucks. I didn't think so, at least as far as enabling it for one unit only. Well thank you for your time Heavenfall.
[quote who="Tasunke" reply="206" id="3089442"] For a long time I have thought of separating Melee and Ranged defense, but didn't say anything. If we did go that route, I could see at least certain melee weapons adding to melee defense (for instance, Daggers likely wouldn't add much defense)[/quote] It's the best way to balance armored ranged units imo. Why would you armor up archers? To help them stay alive long enough when kiting!
Has anyone found out how to enable the old WOM combat system where unit speed = number of attacks per round like in Galactic Civ2? I'm trying to create a special monster unit that gets one attack for every point of movement. Hopefully it was disabled and not removed. Big thanks in advance. Here's to hoping to get an answer so the title can be changed to [eINFO] for future modders. [e digicons]:)[/e]
It's probably a balance decision. Quivers would allow more choices for ranged attackers. Do you want more damage upfront but stockpile less arrows, faster initiative with weaker ones or the longest range available at a different tradeoff. Simple but when used properly still dynamic. Ah choices choices choices! [e digicons]^_^[/e] Maybe we are looking at the problem wrong? Instead of playing melee to ranged catchup all the time, would a differ
Poison could solve the kiting problem if rebalanced. A hero with godlike initiative can get his advantage turned into a disadvantage by using it against him through the poison status effect. It will trigger every time his turn comes up. As it stands now poison damage is both fixed and minimal. Also, if kiting is to be fixed then a serious rebalancing on regeneration needs to be done. The problem is the spell Regeneration triggers at the start of
Initiative is now somewhat unbalanced when combined with active status effects like poison and regeneration. Basically the higher you initiative the more bang the status effects have because they trigger whenever your turn comes up. Or maybe that was intentional?
[quote who="Frogboy" reply="27" id="3086998"]I really like what I'm reading here guys. Please keep it up! I'm eager to borrow and steal where applicable. [/quote] Derek cooked up a clever system in his FFH2. Every faction would get a unique option to choose from in random events that fit the faction's 'flavor' nicely. Better still it pulled the player into the game with a little roleplay. It could also apply to quest options rather than rewr
If magic is channeled from sovereign to champions then shouldn't the flow stop when the sovereign is in the death penalty box? Only comment since the beta started. Just sayin
We've got to give away all our rights, freedoms and liberty immediately so this threat can be stopped! Quick everyone hurry! Give up the rights now cause if we wait too long we may not be able to give them up later! Help, we're not giving 'em up fast enough! How are we supposed to stop the bad guys with all these pesky things called rights standing in the way? Oh what a world what a world what a world what a world.
Looking at Pariden, I hope FE will come with easy to use Macros as enchantment buffing on/off between battles can get awfully tedious in some RPGs. [e digicons]:S[/e] Especially when we are buffing many units, with many enchantments and an upkeep system outside of combat on top of all that.
Sorry to rain on your parade guys but this is actually a curse in disguise. The only reason they are delaying it is because of the election and not because it needs revision. If SOPA/PIPA had passed, it would have had a major effect on the election and resulting public awareness increases would have made it nearly impossible to pass any near future attempts. Why? Well the first thing our most corrupt politicians would have done is abuse the hell out of their new toy
This is one of those tough love but devil's advocate posts. Remember Psyconaughts? Why did Psyconaughts die? Why did Skyrim sell 10 million copies while other very big name RPG competitors are only salivating? Part of the answer is branding at least according to Gamasutra. Psyconaughts was a AAA, fun, well advertised, enjoyable title but it sold poorly despite all the awards. Simply put, nobody wanted to be a psyconaught. Going in
Almost nobody ever apologizes anymore, it's so sad. The upside is for those that do and take responsibility stand out all the more. Strangely with this juvenile behavior, the movie Iron Man 2 comes to mind.
Not surprised. George Lucas is pushing to appeal to a younger generation for replacement Starwars fans and that involves making the content very black & white. Anyone who has seen phantom menace knows what I'm talking about.
Edit: Well looks like I have to eat my words, pass the salt. There is a holiday discount good until January, not exactly a bundle, however it's for the DD.
Have you considered throwing in maybe a random hidden stat or two for sovereigns every time played? Procipinee doesn't always have to be 100% predictably the same every time you start a game.
Brad, judging from your posts it sounds like you're having some brain busting difficultly with the game's AI. To cut down a chunk out of your work, why not restrict tactical battle confrontations to special unit and hero lead armies only? This opens up more time with focus on other AI pursuits and it comes out as a feature because a hero is now more *cough* heroic. Edit: make that Rockstar Heroic. [e digicons]B)[/e]
You're probably better waiting for the Legay of the Void final expansion. Keep in mind the end game cinematic was leaked some time ago and to put it lightly the story is not a 10/10. [e digicons]:-"[/e]
Inventive ideas everyone but shouldn't the hero resurrection mechanics be reserved only for the Adventure tech path? Couldn't the negative scar traits lead to XP farming the AI for the player? Every time you kill him he gets weaker but you still get the same XP because the level has not changed. So if a hero has 20 scars then he essentially becomes a level one in strength who's giving the XP reward of a level 10. So instead I propose we cou
[quote who="seanw3" reply="130" id="3023249"]I made a really sweet mod for GalCiv2:TA that featured 10 classic scifi races with nonlinear tech trees in that sense. I would say, with the mod, it is still the best TBS game I have ever played. Now if the 3rd one has tactical battles on par with FE, that all may change. It was just so easy to fine tune the game to my liking. The key to making GalCiv better turned out to be limiting the weapons to very low numbers, only giving two
Wow that's a very PR sanitized way to put it and thank you, next time I'll actually use it.
Trying to indoctrinate more more people into the Reddit Hive Mind DrJBHL? I failed to find that chapter in the manual.