seanw3

seanw3

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

Any chance quests will get new trigger types? [e digicons]:w00t:[/e] Either way, the game seems headed in the right direction. Might also want to mention the bit about encumbrance for the people that only read dev journals.

144 Replies 343,962 Views

You are correct. I forgot about that. Edit: They should probably be getting some extra attack damage from Dexterity then.

56 Replies 34,090 Views

There are a few I am planning for the Demonology section of Ivory Towers. Some of them might also fit into his mod. Alastor - Nemesis Demon. High Accuracy ranged attack. Every successful hit increases poison ability. Tactical Only Cacus - Giant that breathes fire. Would need to be an endgame option. Strategic only. Lechies - Small demon that can grow to immense sizes. Vulnerable when small. (I would like to do a random growth spell for this o

39 Replies 103,778 Views

Summon 6 Pack: +1 to Strength, -1 to Intelligence. All female models get 50% more polygons, some guys too. [e digicons]:beer:[/e]

39 Replies 103,778 Views

The problem seems to be that only regular troops will ever suffer from encumbrance. No matter what stat you use to define it, heroes will be getting alot of it from leveling. Regulars don't get these bonuses and can't change gear. They are the only ones affected. Mounts make it even less important. The fundamental question is what is this mechanic supposed to be doing? On a heroic level, it is supposed to give heavy armor to defenders and warriors, while making it harder to

56 Replies 34,090 Views

Like the Pestilence Demon. Some good ideas on abilities. Here is what we have so far: Summon Spell Summon Air Golem Summon Shadow Warg Summon Shadow Warriors Summon Air Shrill Summon Air Guardian Summon Storm Serpent Summon Air Lych Summon Shadow Warrior Clan Summon Noxious Cloud Summon Air Elemental Summon Northern Wind Summon Air Dragon Summon Shadow Warrior Army Summon Chaos Demon<br

39 Replies 103,778 Views

Heavenfall and I, seanw3, are working on a summoning mod. We have about 80 different summons so far. Now is the time for the community to put in their ideas! Guide: -Make sure your idea can be done with the current models and the models from Hf's mods. Things can be colored or made transparent. -We are looking for a variety of units with u

39 Replies 103,778 Views

It's a good thing to suggest whatever comes into your head. It's a great thing to put those ideas in a separate post so that dev blogs don't go off topic into the realm of wishful thinking. One thing to think about is that we can create our own resources fairly easily. You could even have several types of diplomatic capital that do specific things. And it can all be produced from the current diplomatic buildings.

102 Replies 312,178 Views
Reply to .78 Changelog? in FE Beta

[quote who="unacomn" reply="5" id="3075891"]And the sovereigns are actually the missing primarchs.... wait... ... MOD IDEA! [/quote] Wonderful

10 Replies 44,424 Views

It already gives you special units, bonuses to diplomacy for having alot of it, and you can trade it for resources. I think just giving it a bigger bonus towards diplomacy would be a reasonable balance.

3 Replies 3,929 Views

Maybe this is a subject better suited to beta 2. You make a good point about Strength being too good.

56 Replies 34,090 Views
Reply to .78 Changelog? in FE Beta

Prediction: The game finally find its FPS roots and they rename it Elemental: Unmodern Warfare

10 Replies 44,424 Views

Maybe because rage makes us drop our emotional baggage, so we have extra room? How about the max being -50% Strength, -50% Initiative, -100% Dexterity. That is my solution if we are staying true to the core game.

56 Replies 34,090 Views

That is my point. I would only need to mod it if it doesn't get balanced. Armor is not looking too well balanced right now, largely because weight doesn't matter. I believe that an overly heavy unit should be immobile or at least useless in a fight. There should be serious consequences to not designing a good unit. Otherwise the whole concept is meaningless.

56 Replies 34,090 Views

Take off the armor. The encumbered function has only three levels to it. -2 Strength, -2 Initiative, -1 Move would be the highest penalty. It should be enough to make you take off the armor or design a better unit. That is just a number I would start with. I would have to test that this actually makes being encumbered a problem. I may have to double it.

56 Replies 34,090 Views

I am going to mod the penalty to being encumbered so that it does something like -2 Strength, -2 Initiative, -1 Move. There is no need to mess with the armor itself. All mods need to be modular if possible.

56 Replies 34,090 Views