It's also a matter of monopoly. As a customer, I should be able to shop for the UI I prefer. I am old school now I guess. I want the old UI. So where do I buy it in the wonderful free market system? Nowhere? Cool. I guess the invisible hand just smacked me like a pimp. I am sure I will get used to the new UI, but honestly the free market seems to just screw people over more than it offers these mythical choices to consumers.
seanw3
The way I see it, Hp just needs a better counter to even it out with the other defenses. To that end, I will think up some poisons and spells that reduce Hp by a percentage. You will be able to make a great Hp and armor unit. But your enemy can wipe out one or more of those defenses with a poison or a curse. So then we will have a balance between life magic, which increases Hp, and death magic, which can reduce it in kind. Rogues are more powerful now as well. They should pick up some of the
Version 1.0.013 is up. Changelog updated.
Sorry, I tried this awhile ago and it doesn't work. I just found the thread. You can have a melee apply a spell that applies a melee spell. For instance, having a healer strike an enemy. That enemy unit would then give +3Hp to any unit he hits. You can also make the melee apply a spell that applies a melee defense spell. So every time that enemy is hit, he will also take 3 fire damage from your spell. It's too bad we can't just have a spell apply a spell, but I can see why the dev
The first way we are going to deal with Hp growth is to limit some of ways you get it. Fortress bonus levels are fewer. Level 3 is now +2 init. Level 5 is +10% Fire Resistance. Any Constitution type bonuses will reduced weight capacity. The rate at which trained units gain XP is being reduced by 25%. The choice will be high armor or high Hp, but not both. Units will gain XP slower, allowing for few level 10 units. This will be tried for a while to see how it plays. The difficulty is that Hp f
The discussion now is how to balance the multiplicative effects of adding two defense types together. Resistance to normal weapons has the same problem. Adding elemental resistance to an armor, Hp, or Dodge build would also be very strong. How do you balance so many defenses and attacks?
Tac Regen deleted, thanks. [Edit] We are going to rebalance it. Expect a tactical regen for Path of the Healer. It will boost armored unit power.
[quote who="EvilMario" reply="9" id="3269377"]Is there anyway to just get the diplomacy fixes? [/quote] Yes. If you want to take my mod apart and find all the stuff you like, you can add it to your game. I would separate everything, but there is so much content it would take as long as it did to put it together. Honestly, my mod is superior in balance, depth, features. It's more challenging, but for the right reasons.
WTF does a carpenter know about fish? [e digicons]:P[/e]
To move thread, click edit. At the top where it shows the subforums, bring up the dropdown menu and click FE Support.
[quote who="Trojasmic" reply="13" id="3269321"]Speaking of old bugs, how about the shift-click to select multiple units causes jittery mouse bug? how about the everybody moves in the direction they were last headed if they had unused movement points when you load a saved game bug?[/quote] I am convinced this is impossible to fix. There is now way in hell they are choosing not to fix such an annoying problem. It must be a deep issue with the engine.
So that is what happened. Steel Talon is supposed to be -.5 to scale. It's a smaller, lighter mech. I will add it to the next update. An apt analysis of the new traits. I am happy to see our intended feel to each golem was so easily recognized. Mech Warrior is just brutal though against larger, endgame units. That is +50% damage per solider in the unit. So a party takes +150% damage. A Group, 200%; Squad, 250%, Company 300%. This was added to give golems relevance all the way to the endga
Unfortunately, I can only do what modding allows. I have a better setup as far as relations overall. For instance, if a faction has +1 Faction Power over you, they will not change their demeanor. That setting has been increased so that they need +100 Faction power to feel a little superior. They need 200 to feel very powerful. They need +500 to feel they are dominating you. That was from +1, +20, +50 in vanilla. So there are some problems like this that I can solve. I can't add new factor
FYI, your font is in black. The background of the FE forums is black. Bad combo.
I tried it at a friend's house. I hated it so much I went into a geek rage until he broke down, cried, then went online and bought some Stardock software. So I guess I got you a sale there.
The thing I did to solve this ganging up on the weak diplomacy issue was to link wonders to the influence resource. This seems unrelated, but when larger factions are spending all their influence on wonders, the weaker factions can save it up. Saving it up in my mod greatly increases relations. So you can specialize your cities in diplomacy by hoarding every bit of influence. You also get alot from Prestige, which can be strategically accumulated with the right faction traits. I hope the vani
If I had a dime for every time mastroego shelved a game... There are ways to avoid save disintegration. You can learn them and make it through the game with some effort. I agree that the memory leaks and save problems need to be addressed, but I didn't stop playing MoM or AoW due to crashes. Hardcore gamers don't let little things like this stop them. Not saying you have to be hardcore or that this is a good thing. I do think that you have put too much time into
Re: Title Accounting. [e digicons];P[/e]
Big fish, not whale* Get your myths right or you could cause another crusade. [e digicons]:annoyed:[/e]
Much of this mod will be set up to balance out the Magic Tree in Master's Affliction. You won't have to download this separately. It will be added and rebalanced for my mod.
The quality of people is what attracted me to the forums back in 2007. There is nothing I like more than a lively theoretical debate about archer range.
I bet there is one person at each of those sites that enjoys TBS. He probably has a pretty big backlog of games to ghostwrite for the "journalists" that are playing Black Ops 2.
That is unfortunate. I like watching people playing the game experience pain, but I want it to come from my mods, not save integrity. Here's hoping their future updates alleviate your angst. [e digicons]:beer:[/e]
I am excited to update to 1.01 vanilla so that the AI can start using strategic damage. I can't wait to see this happen to you for getting too close to a Shaman's Hut.
It might be worthwhile to make a heal by percent for the situation you suggest. Still, Greater Restoration is something like +80Hp. Healing is per level of the caster plus life shards. The percent heal would add some nice variety to the Path of the Cleric I think. It has too many spell resistance options and not enough healing options. I might even make a Path of the Apothecary when I add in the level 12 paths. Making potions would tie in well this this line of reasoning.