Gotta post these in the FE Support forum.
seanw3
Cloudwalk does. It gives the human player a massive advantage at little cost. AI's can't use this spell efficiently, even once we get the AI finished. Pathing is extremely complicated for and AI and this puts it miles behind the player. It is fine as an emergency, endgame high cost spell, but I can currently waltz about the map with this spell.
Yay for XP changes! [e digicons]\o/[/e] I was starting to think that you wanted to incentivize large stacks to reward good strategy. This is a cleaner system than that. Glad things like this are being addressed.
And I am not even suggesting that the whole system be added to the game. We just need some progression like this. All the mods I am planning will probably use a similar system. The part you can't really see in the theory is that when the max number of trait options is set to 10, you can then afford to set the rarity of paths to 100% (always show them) as well as the class traits. So you would have probably 4 traits that are not random (ones that are from class choi
I found the event quests. They all trigger when your population gets to 100. They have some cool effects on the game, but are very rare. One of them makes all factions go to war with each other.
[quote who="Rhadagast" reply="6" id="3069731"]This does seem to make good sense, and possibly help with making it easier to balance. HOWEVER, I would miss the randomness, in the fact that I could not change my mind later in this system to reclass, and would limit the ability to make a good all around hero. Say I am making a firemage then realize I have no way to secure many shards and I need to go a different direction, it would be disappointing to be stuck in a certain path.[/quo
I made another Chart for magic: [IMG]http://i1237.photobucket.com/albums/ff478/seanw3/Traits_for_Mage.png[/IMG]
You could make hero unit's abilities unstackable, but allow every leader in the army to give bonuses. The choice is probably between doing it this way and only allowing the army leader to give any traits to the whole army. Which, as you point out, requires us to be able to choose our leader instead of it defaulting the hero with the highest level. IMO Shield Wall needs to let any regular unit give a bonus to all adjacent units, alleviating the uselessness of this trait. Ot
Good point. [e digicons]:fuzzy:[/e] I was thinking the more descriptive text might be too long. So long quest texts and short decisions. I guess that would allow the user to input his own reasons for choosing each one.
Cloudwalk (Teleport) is bunk. It is too cheap and too low level. Needs to be a high cost spell and level 5. I say keep the Mana Blast until the AI is functional.
I would simply test this kind of question by adding the item to a tech you can get on turn one from a faction. Then set the price to 1 gildar. Now by it and see if you can equip. This should be sufficient: UnitStat_Level 8 If you can't equip it, but you are sure you saw the AI do so, write it up as a bug in FE Support Forum. This is what I would guess
Traits are largely the best part of the game right now. Leveling is fun. This is why every game you play nowadays uses it. There will obviously be more content added to traits as we get closer to a finished product. What I want is to give the devs my vision of where I see traits headed. Right now they are fun, but not particularly well balanced. Many common traits are undesirable unless I roll all common traits and have to pick the least worst. This makes the mechanic less fun. The Path
There is so much space on the citylevelup screen. Unfortunately this space is taken up by art instead of a detailed list of the city and the buildings you already have there. You also can't see the buildings you are choosing from very well.
Everything I proposed works well with the current system. I have been looking at the XML for tactical and this would even be something you could tweak the AI to perform well at. The only real change would be a calculation of army size before combat.
Second page of notes. I just started my quest line or this mod. I want to get some feedback, but given the nature of my quests, it would ruin the surprises. Right now I am torn between trying to recreate the tone of Zork or trying to create a more immersive atmosphere. I kind of like making any items that are usable upper case, but then one feels too much of the game while reading. I will have to make a choice soon. Also, when you are
I do not see anything in the xml code for allowing a building to check for any buildings in other cities or for that matter in other faction's cities. But I love the idea and would want the devs to add such code to in order to let us do this type of thing. What you can do this look for a way to make the same effects with the functions we do have. My specialization thus far is improvements and quest building. I would like to see a Guilds Mod come out at some point. T
What about trying a regular troops only game? I had some fun with this recently.
[quote who="Dreadcough" reply="35" id="3069372"]note "in some instances". the size and type of battle field would depend on how big the armies are.[/quote] This is a gem of an idea. It seems that the graphical limitations allow for many more units to be on the battlefield than what we can currently get. Assuming that tactical runs the same as strategic, the number of units and the size of the map could be much larger. Tying map size to unit count is brilliant. I would l
No scripts as far as I know. Here is a great random event quest I just found: Blood Season The air crackles with the scent of lightning, and arcane magic. An energy has now been set loose in the world, an energy that feeds the savage in man and Fallen alike, an energy that strips away the mask of civilization, and lets loose the beast wit
Right. I was saying that it is not a good choice right now due to cost.
I don't want to get crazy here, but how about a level one summons? That would be pretty nice. So hard to get a reliable tank in the early game.
Wondered where the frak Shafer was. He is probably working on GalCiv: Fallen Empress. Or is it that MMO you guys have had on the back burner? At any rate, I am very happy you guys have a solid team. The only stupid thing you should do is start hiring community members (fanboys) from WoM to start making content (hint hint [e digicons]:grin:[/e] ). This would be stupid because you already know we are doing it for free. Why buy the cow right? But I challenge your team to make a b
I think that for normal and challenging, the monsters are still a little too easy. They scale well with the game, but at the beginning they are just too simple of a target. I would give trolls and ogres five or six levels to start. There also needs to be things you can kill right away, but they should be bandits and darklings. Save the larger units for later battles and let us kill the ones that spawn from there. This is a great mechanic. It just needs more monsters. You could also start diff
LOL Procipinee is the second most powerful Sov once you get her some enchantments. She is fine with just a few spearmen. I guess not everyone plays the same though. Water should have good low level buffs. It should also be able to wreck armor by freezing it. Flood is a very cool idea. I think it is actually possible with the current xml too. As are ranged spells. Bows have a limited range, you just need to go really far back.
It's production.