Given the recent post about feedback, I am going to start going through every building and analyzing them. There are alot of citylevelup buildings that just don't matter. I too always choose gallows at that level. Prison is also a must.
seanw3
If buildings can do game modifiers they can probably do traits.
It's hard to balance these classes with no info on the final hero balance. I would need a time machine. But I like the idea that you start with vague ideas of a class and then specialize it over the course of the game. As you move on, each new specialization focuses on two stats that will further specialize your character. In the two levels of each class, you can choose some interesting bonuses and abilities. What I would like to do is have per level bonuses be more like D&D, where yo
[IMG]http://i1237.photobucket.com/albums/ff478/seanw3/Traits_Barbarian.png[/IMG]
I am starting to notice that the flaw in this sort of class system is that when you get past the last class, you are basically going to only get random options or will be forced into cross-classing. I think making prestige classes is a good way to keep levels moving along. My goal will be have a trait system that can't me maxed out for thousands of turns. It will be simple to just keep updating the mod with more and more prestige classes and continuing the final classes to much higher lev
While I finally have confirmation that the devs are not looking to change any mechanics, I hope you consider modding some of these characteristics for a coremod test. It is important to remember that you can create what you imagine.
I loved MoM for the feeling I got when I played it. I felt powerful. A master of magic. I want FE to take this type of game to the next level with a finally good AI that can also play the game. In the long run that is why I love Stardock games. The AI is the best I have played. I always find lack of depth in every game I play, but I tend to overthink things. I plan to overthink the awesome mods I make for this game. I think FB in particular will be impressed with how well the AI use
Well you can get heroes from quests. I think there just needs to be more quests with hero rewards to give us some better flavor.
Wait until you can get into the FE beta.
So I just need to have the upgraded building negate the resource that allowed it to be built. That is actually quite sound in lieu of an "IS_exclusive" function. I can use this very easily. And can I use 1 in addition to the resource function to allow for forking paths I assume. I will have to test this tomorrow.
This is turning into a mod. Any ideas I have that aren't in the devs vision become mods.
You guys really seem to have your ducks in a row in this one. New art is going to liven up the beta for me to play another 100 games. [Edit] The message I am receiving is to report the problem but not the solution. That is a good strategy.
I want to create a general consensus on how to add features and content so that we can have most mods running together. Any new modders should read Heavenfall's comments on all posts. He explains this in great detail in almost every post. But Basically: -Even if you don't want to make a mod for everyone else, at least upload your assets to the mod section so others can use your art and such for other projects. -Balance everythi
Allow a tech to spawn new goodie huts like we had in WoM.
Art assets will be the biggest help. Make lots of monsters!
I am only concerned about this from an aesthetic perspective. I would like to see more units.
You can't copyright classes. It is common speech, not Intellectual Property. Now, if you were directly ripping off an entire expansion book, that would be different.
Give Quests a prereq function like buildings have.
Warriors would be: [IMG]http://i1237.photobucket.com/albums/ff478/seanw3/Traits_Warrior-2.png[/IMG]
This would then give you the option to be a Warrior or Archer. Archers would look like this: [IMG]http://i1237.photobucket.com/albums/ff478/seanw3/Traits_Archer.png[/IMG]
This is a blown up version of the Fighter section. It would only go to level 5 and then you would choose a specialization. Each specialization further develops your character. [IMG]http://i1237.photobucket.com/albums/ff478/seanw3/Traits_Fighter.png[/IMG] The A and B traits are mutually exclusive. The idea is that you choose between one of those two traits or from the random pool. There will be 2 class traits and at least 3 random options. At level 6 y
I am going to wait till we get some more information before I agree or disagree with that assessment. The biggest problems right now can be solved with some reworking, balance, and more content. Any smaller problems I see are already on my mod list.
We Germans traveled with fewer men because we were so much stronger than the armies we were fighting. [e digicons]:hrmph:[/e] Seriously though, you make a good point. The only thing I would change is allowing other techs to alter the size, cost, and efficiency of regular troops. The Civic tree is rather devoid of any units benefits.
Is anyone under the impression that .77 means 77% done? That is hilarious. [e digicons]X|[/e]