seanw3

seanw3

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

Vetrar's Howl is better than Fireball. So is Blizzard. Water is essentially the best option.

52 Replies 25,348 Views

Domination Take control of enemy unit. S_Domination_Painting.png S_Domination_Icon.png 210,110,210 Tactical Offensive Other</SpellSubClass&gt

6 Replies 3,431 Views

They are likely going to make the auto-place feature the only way to place buildings. That would solve snaking. Not everyone likes the large cities. Some people do. Some people don't like the cities in Civilizations. Everyone is entitled to their opinion I guess.

27 Replies 17,202 Views

I have been pouring over the xml to find some new options besides the function. You see, I want a building to require one of several other buildings for Ivory Towers. I struck gold with the xml for Temple of Essence. It uses this: 1 Air_Shrine Death_Shrine <RequiredIm

4 Replies 3,131 Views

I think Staves should either do alot of magical damage to one unit, or a little magical damage to units in a radius. The current iteration seems lacking.

52 Replies 25,348 Views

The point is that this is a review of the current system and some suggestions on how I would change each building to force the players to make interesting choices. I said in my post that there should be more buildings related to terrain. There should be several things one can do with a forest or hill or river. Don't go expecting the entire system to change though. That is an unrealistic expectation. You are right about the current iteration being boring. My supposition is th

67 Replies 45,843 Views

RE: 18 hard limit. I have posted about this before. When defending a city, it should be possible to have more than 9 units on my side. That is the 9 in the garrison and whatever city militia I have earned. But, as you can see in my Tarth Rising video series, if there are 9 enemy units, you will get your extra units kicked out of the battle. If they attack with only 3, you can have 15 units. So I assumed there was a hard limit here. I would appreciate it if you looked into this n

122 Replies 403,282 Views

Looks like fun. But not the sort of game that is set up to be modded. I lose interest quickly if I can't play with the numbers. But I am more optimistic now that it will live up to the original. I love a good turn based tactical.

26 Replies 209,863 Views

I don't know. It seemed like he responded with some videos this weekend in another thread. He at least listened to the maintenance costs issue in the early game. I though perhaps if I finished he would post his thoughts when he has some time. Seems like he is CEO busy mostly early in the week based on previous data. To the devs: I would be happy to send you a mod I made to test these suggestions if you want to try them out. I am still working on nailing down labor values and AI va

67 Replies 45,843 Views

What about the terrible 18 unit limit for battles? The most defeating and buggy element to battles. It would be better to allow more units in city defense battles so that city militia can matter. I would also like the "cast spell at beginning of battle" to be able to summon monsters. So a summoner can have more that nine units in a battle as well.

122 Replies 403,282 Views

[quote who="Taten3n" reply="4" id="3102329"]I'm new to this stuff so could you be so kind and explain to me what "vanilla game" is?[/quote] Vanilla is the game with no mods or changes by the user. It is also referred to as the core game. A mod is like adding flavors. I like to think of Heavenfall's mods as Chocolate Lover's and mine as mint chip. But mostly there is just a connection between ice cream and modders.

8 Replies 4,259 Views

T-Z Town Hall -25% Maintenance, -10% Unrest. City Maintenance is only good when maintenance costs are too high. In .87 this is the most important level 4 building. In my opinion Maintenance reduction is probably better at -50% to matter more for cities that have lots of training buildings. It might also be better to increase Gildar and Maybe -20% Unrest. It should allow higher taxes to have a Gildar bonus. Then you would have to use other buildings to increase r

67 Replies 45,843 Views

Killing a Champion permanently means losing spells permanently. The AI just needs to learn that at a certain point a hero should be retired to a castle. That is what humans do afterall. Personally I think there are too few heroes in .86. I have double the heroes in my games and the AI is finally able to use magic. But they still don't build a good stack of doom. Oh, and there is a potion to remove all injuries from quests. If .86 had quests this would be less of a problem.</

6 Replies 3,258 Views

AoW:SM had some interesting battles and they were certainly fun. But the AI was easy to cheese with some very simple tactics. Once I learned the cheese, there was no stopping me from winning almost every battle. Unless I autoresolved. Then it was pretty fair. But even that had some errors in it. And those battles take a long time. The game was also only fun on a tactical level. The Strategic level offered very little besides setting up the tactical. That made the AI even easier to wreck. FE h

122 Replies 403,282 Views

The confusing thing is that in the xml it is described as Faction Prestige and Prestige. The GUI calls it Prestige and City Growth. Since I am mostly looking at game modifiers in the xml, I use those terms. It confuses people though.

123 Replies 961,111 Views