seanw3

seanw3

Joined Member # 2990919
182 Posts 5,819 Replies 1,616 Reputation

Well, we would at the very least need antimatter. I am just basing that on the necessary energy levels needed are astronomical and antimatter is the most powerful source of energy we currently are stockpiling. At the very least, an Ion Drive powered by Antimatter would get us far enough away from earth where we can start researching more powerful energy. Fusion power would be nice too, but we won't likely have one that fits in a spaceship until 2150 or so. This is mostly gen

102 Replies 560,353 Views

There are things we need first. Fusion power, perfected Ion Drives, artificial gravity, terraforming techs, long range planet scanners, stronger alloys, raw materials. Since we don't even really have a space program anymore in America, I am not hopeful of much of this within my lifetime. Probably won'r even get to mining the nearest asteroid belt until 2250. It would be much more efficient to just build facilities that could help the Earth sustain itself until we have the proper techn

102 Replies 560,353 Views

[quote who="Elrhamlin" reply="140" id="3115805"]IMHO, We are in demolition. After the first patch in WOM I regularly got past turn 200. In FE I have yet to get to turn 200. If the stability issue isn't fixed, FE is going to go the way of WOM>[/quote] There is a special thread for ridiculous soothsaying... [e digicons]:typo:[/e]

142 Replies 290,506 Views

At turn 76 I find myself finally getting to the meat of the building aspect of the game. It is not noticeable, however, due to the rampant creatures I and my marauders have been battling for territory. Act I has never been so immersing! To those that feel the early game is too slow, this shows why it may be slow and how to speed things up. I have designed it so that you have to strive for buildings. It is quite possible to build quickly, but you have to work towards that goal at the expense o

132 Replies 61,661 Views

What I do is write something, highlight it, and then click the insert link button. You then can paste in the URL and choose open in new window as the link function.

8 Replies 38,258 Views

I have made my own balance for dodge. Basically it is abundant, but so are accuracy bonuses of the same kind. I would want to see a modded preview of your system before I could really say one way or the other, but it seems like a drastic change. Not sure if it's the best fit solution.

15 Replies 24,476 Views

This is why I would like the little button that shows us grain and material yields to show it for every tile. I need that information to make raze decisions. The pioneer being selected should only show the settle spots on the map. Hope this gets fixed in the next polish session.

14 Replies 8,770 Views

Might I suggest you try my Waiting For Next beta Mod? It is specifically designed to make the early game fun. You get some well equipped starting units and custom Sovs can get special armor and weapons to start. The creatures all start out as full 9 unit armies so you have some hacking and slashing and whacking to do before your land is safe. There is alot more to it than that, but the mod tries to address user beta concerns within the limits of the current version.

8 Replies 3,415 Views

I have to look at quests again. It seems I set them to bunch up. I may be able to put a minimum distance between them. They are moreso intended to offer diversion in the early game. The enemies are easier in quests. As to build times, they only seem high in the early game. Lumbermill reduces it by 25% and so does Mason. You really want a high Material location for your capital. Otherwise you will want to think about Rush Buying Tower of Dominion to get your population g

132 Replies 61,661 Views

All mods I have listed will work well with each other. You can just put them in the mod folder and they will work together or apart.

20 Replies 30,438 Views
Reply to [.86] Crash in FE Beta

You should post this in FE Support, instead of FE Beta

4 Replies 3,202 Views

Sure! You can go to the FE Modding section for a better description, but the basics are: 1. Summons Mod: This is mostly Heavenfall's mod, but I will be helping do the gritty xml stuff. He is making some beautiful creatures for this and Expanded Factions Mod. This mod will add around 100 summons to the game. It will be the most important mod and is scheduled to come out soon after FE's release. 2. Ivory Towers Mod: This is mostly my mod, but Heavenfall has been helping

20 Replies 30,438 Views

DLC is illogical for this game. There is an expansion planned after FE. It will add much to the game. Inbetween we will get MP and boats and stuff like that. Your concerns are very good ones, but looking at Dev journals, they seem to be planned for change in beta 3 and 4. Beta 2 is doing its job. We can only wait.

4 Replies 9,383 Views

No new beta this week, which means more of you have time to try out this mod. I have made a little video for those on the fence about going through the trouble of downloading it. Intro

132 Replies 61,661 Views

I for one am glad there is no new beta this week. I am having too much fun with this version. The next beta means I'll have to redo pretty much my whole mod to fit these mysterious new game mechanics. I want to keep a copy of .86 for posterity. [e digicons]:D[/e]

20 Replies 30,438 Views

I also would be open to a mod entitled, "Cities and Knights of Cataan," where there are essentially many more resources gathered from higher city levels. The possibilities are really open. It just depends on what we get in the release of FE and the expansion.

71 Replies 45,258 Views