seanw3

seanw3

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

We are waiting on some mod support to be able to put everything in the mod folder. Any core mod should be able to go right into the mod folder once we get that done.

75 Replies 106,506 Views

Hmmm... Can't get the metacritic site to work. Says there's a server error. I'll try back later. Anyhow, user scores are sure to be hurt by the problems with downloading and installing the non-steam version. All we could do was post about it. The devs didn't take note and will probably take a hit to user reviews about installation. But the majority of new purchasers are going to be from steam. I expect there will be more positive user revie

30 Replies 16,630 Views

Can't do modular yet. We need some dev time fixing all the file mod issues. I am sure we'll get that soon. But the FE editor is better for design. I still haven't figured out how to upload data into the thing, but I can just mod the files it has to my mod's numbers. Once I get the whole thing transfered, it's going to be much easier to make broad changes and do analysis for balance. Plus the quest editor is pretty powerful. Murteas' quest wizard is good too, bu

75 Replies 106,506 Views

You'll want to make all your files in one place and then add them to the game directory once you have everything backed up.

75 Replies 106,506 Views

I have mine on the desktop and all my files are being generated there. Never seem one go to the game folder.

75 Replies 106,506 Views

Explore a ton early on. Learn to avoid monsters an look out for forgotten temples. They give you free tech.

41 Replies 182,252 Views

If you only have 3 units, you are not ready to siege a city. That is kind of the point.

5 Replies 6,504 Views

[quote who="evilsince84" reply="6" id="3257754"]However, Seanw3, do the in game character models not affect your opinion of the game? [/quote] To me, it would be like looking into the face of an ant and deciding they aren't pretty enough. A godking doth not care the look of his subjects. What I would like is a more intense cell shaded effect or some discoloration to make each battle look like stained glass. But none of it matters. What matters is the numbers. So many numbers.

17 Replies 7,299 Views

It doesn't touch the game files. Just generates new ones in whatever folder you keep the editor in.

75 Replies 106,506 Views

The [eWIP] means it's a work in progress. I'l have the first version ready today hopefully. So many files to update.

856 Replies 2,037,441 Views

My advice, learn the expert ways of Tuidjy. He seems to know alot of the tricks to overwhelm the game before it takes you out. I am at the point where I couldn't really explain how I do what I do. I just know all the numbers and make them work for me. Still, I'll bet a few let's plays would get you immersed a little more. At least you know the more you wait, the more content and better balance will emerge.

5 Replies 8,911 Views

None of the game's current modders have any plans for this. If anyone new comes by and wants to do some aesthetic modding, Heavenfall is the one to talk to. He has been working with the models for months. While I don't personally want a mod that focuses on something like this, I encourage anyone who does to mod away. I tend to stick to mods that have a more gameplay focused value.

17 Replies 7,299 Views

Each weapon has certain advantages. Most sword type weapons get +1 counterattack. Heroes can also choose to get bonus counterattacks from leveling. Spears make a unit immune to counterattacks.

5 Replies 8,730 Views

You should really put your numbers into the FE Editor and set up a standard of damage you want to achieve. It makes it easier to build from a perspective of how efficient your armor is. 35-45 armor, for instance is not going to be a huge difference in damage. Spears go right through it and bows do 1-2 against both. I think in general the concept is solid though. Just maybe firm up your weapon numbers and assign all special weapon abilities next. How are you going to handle armor

73 Replies 123,351 Views

My advice, plug your values into the FE Editor before continuing balance. Note how I have everything balanced against doing 2-4 damage against the armor that weapon is supposed to be even with? I use staves for my core damage value at 2-4 damage against all. Then each weapon does more or less from that damage level. It's so nice to see such a total view of how each weapon will function at different levels. Then I have each full armor set aligned with a specific encumbrance level. Leather

856 Replies 2,037,441 Views

I found some help from within the excel help. I will post about it if anyone is interested. [Edit] Got the XML format, but the data is not importing the way I want. Still getting everything going into standard cells, instead of the unique ones Derek set up. Not sure how I can get it to do that. Oh well. I will just have to do it the old fashion way. Edit the new stuff to line up with my data in text compare. Still can use the editor for making balance calculations. I&#3

75 Replies 106,506 Views

I will try some more. Right now I can get the actual text to go into a worksheet, but I can't get any semblance of format. It's not obvious how to get the xml to go into the boxes. Maybe when you have some relatively free time you could give me a quick how-to? Maybe the problem is that all it gives me is a text data option. Is there an XML one too?

75 Replies 106,506 Views