You could have a 3rd American Democrat where they say they want to tax the rich, but for some reason they are all rich and all have their money in Kraxis Banks. They would rely on the illusion of class warfare to sustain power, while their real goals are a status quo with a greener energy policy and a socialist system funded by anyone that is not rich enough to avoid taxation. Go Team!
seanw3
So you essentially just want "Crude Weapons" unlocked at the start? I could see that happening. Since Metal can be earned from turn one, there are alot more possibilities.
Clink is when your armor totally blocks the attack from a weaker weapon. I believe that if their attack role is less than one, it has a 50% chance to Clink instead of doing one damage.
Perhaps Corrupted rivers hold powerful dark creatures that can be tamed by Empires and slaughtered to make vile poisons by Kingdoms?
Nice weapons. I hope you don't have to do too much balancing work due to new beta implementations.
I never even included common traits in my analysis of traits. That is because they are fillers right now. I did see some really interesting ones in Fb's new video. I wonder how much work has been done on them?
One thing I have been talking about adding are chances to reduce enemy abilities with certain weapons. Ex: Axes can sever tendons, which amounts to less accuracy or maybe less strength for the rest of the battle. Warhammers can dent armor, reducing the armor stat of an enemy for the rest of the battle, or maybe they have a chance to knock an opponent off kilter, reducing Init by 50% for one turn. Things like that would add alot of utility t
A quick start feature will likely be available to those that really don't want to research basic techs. Not really an issue as far as I can tell. You can very easily make a mod that does this. I believe "IsStartingTech" is what you want to add to the techs you feel entitled to. The rest seems like it is already being addressed. I would feel as if the lore was being thrown out the window if we started the game at an early medieval tech level. But we all have different perspectives I guess.
I misunderstood. Thanks for clarifying.
Never underestimate the power of good dragon fodder.
I will try to add that to any mod I do after the next beta release. I am thinking it makes more sense to do smaller mods that emphasize one element of possible change. This just made the list.
Love the new weapon changes. Especially that spears can incur to counterattack. That is so well thought, makes my balance look rather dull. These longer beta waits are very fruitful. I especially like that first strike has been dealt with. Somebody has been working overtime on that.
The equations that battle is based on are solid. The biggest problem is that armor and weapons are doing more work than the attributes of the hero and trained soldier. The solution is a better progression system in Paths for heroes, and more ways to give stat bonuses to units that will affect how they use a weapon. I would make magic and civics specifically good at stat bonuses. Magical weapons should be a hybrid direction for those willing to go Magic/Warfare at
You need to take the AI into account here. It will not be able to choose more than one path in the tree system, unless the path is random.
I must be immune. I boast a 20/15 eyesight test and have lived in front of screens since birth. I like LED more, reminds me of what sunshine must be like.
Turn one weapon for each faction that exemplifies their culture. Make staff more viable. In my mod it has a counterattack and does 5 cutting defense. Something I came up with when one of my friends suggested we do a real world test of my staff skills against his kendo training. I won. Or we both lost if you count blood loss. [e digicons]:blush:[/e] Add a terrible version of every weapon in the beginning. Call them Crudes, since we already have that name in the xml. <
It is illogical to have 0 labor costs for citylevelup bonuses. Sure there could be some that have a low labor cost as part of the bonus for nations that don't focus on building, but it shouldn't be the rule. Time is a better cost for buildings than gildar. It just makes more sense with the economic model we are using. Level 2,3 needn't take forever to build, but level 4,5 are significant changes to how your nation functions. Population alone should not afford that bonus. In my mod
To be clear, Militia are those crap units you build in the first part of the game. The units that appear in city defense are called City Defenders. They should start out as crap, but get better armor and weapons as you focus a city on defense. No focus should mean less defenders with crappy gear. Right now we can only get a few defenders and they only can get weapons. This is almost certainly not the intended final design concept. In my latest mod I have given a clear path for city defense, m
But you aren't just researching a spear. You are developing a training method, gathering books to research tactics and crafting, pooling knowledge from sages, learning the proper military tactics and developing a solid system of production. That is not fun, but neither is being trampled by Mites.
Sounds good. I want people to try out my mod only when they feel they have exhausted all testing with the current version. I just get so annoyed by little things that I can change so easily, I decided that there must be a few testers out there that feel the same way. Of course this is a grab bag mod of several conversations from the forums. Bows and kiting is more nuanced than a flat -6 Init penalty. Armor has no inherent penalty to Init, but the penalty for encumbrance can wreck a poorly des
I wouldn't take the no custom factions thing seriously. At the very least, we would be talking about renaming it a custom race creator. No way we would lose what we already have. People also shouldn't take that D&D meme too seriously, but I guess no one wants to hear that...
But how can you say that your ideas are worth anything if you haven't tested them?
Gotta agree with Draginol here. I live in a small rural town and 90% of the population has no idea how to farm, even though their parents all do. A few generations in a cave would wipe out a huge portion of society's knowledge, literacy would probably be the only thing that survives. And even then, only in maybe 10% of the population. It would be cool though to see that some groups or factions have held certain aspect of the former civilization sacred. It coul
You should try my Waiting For Next Beta Mod if these issues are bugging you to the point of not playing anymore. It can be found in the FE Modding section. I should have a better balanced system out this weekend, but the one there now fixes almost everything you mentioned above. Strategically, Aura of Vitality and Command Post are a great combination to avoid the lack of Hp for new units.
I prefer to only allow outposts in the desert. It makes the strategic level more interesting to have unsettled land.