hard question #1 Yes. Just use a prereq for the building that requires an abilitybonusoption. Make that ability the one the unit gets. easy question #1 The proper way to make a mod thread is to add [eWIP] to the title and designate the name of your mod. That stands for Work In Progress. That way users know which mods are finished. You might also have a beta near 1.0 to get some feedback on balance
seanw3
Level and level milestone is a weird way to word it. One should be called spawn rating and the other should be called level. Anyhow, the level milestone is just the base stats of a unit at level 1. Going to level 2-100 works the same as any other unit in the game. You get some accuracy and some Hp. But each unit that is spawned in the game, either from the start or from spells or whathaveyou, can be given more or less base stats by increasing their level milestone. You can even set up custom
If you always wondered this, you must have been wondering why it didn't exist at several points in time when it did exist. Your statement is suspect.
I think the balance for this is intended to be that the number of available cities is very low, so each player has about the same number. Any city with 4 or more grain can get to level 4 by the endgame. You see, there isn't a strong limit to city level, except technology. Each higher city level offers massive amounts of research and gildar. I don't totally agree with the design choice, but it is pretty well balanced. The only thing I would say is that there needs to be less available
They use the Crude Shortbow which doesn't require Archery.
Any crash talk needs to be backed up with series of zip files. I don't see any here. Did you e-mail them in?
If you want more heroes, you need to focus on early scouting and money. Spells are for killing heroes, not creating them.
Well, in my version of the game Earth Magics are very rare, so it will be a nice power for them. I shudder to think how it will hurt the vanilla game with every new hero pretty much having Earth1.
If it's OP, then after +10 Initiative, the unit would start losing 20% of their Hp.
Okay, the game is ready for release. So about a week and then we get the modding tools? I will have to forgo playing this week to finish up my content mods.
Hey Napean. You might try runnning the game as administrator and starting a new game. That works most of the time.
It's in the Elemental Balance Mod. Download and look in the CoreAbilities file at the top. Everything is organized and most of it has a description. The abilities can be found in the CoreSpells file at the very bottom. When the game goes gold I am going to cut up my balance mod and serve each feature separately. That could take some time though, since my mod is miles apart from the current balance.
You have to start a new game.
I cheated, but I have one.
Ever think about having a melee applies spell item that just gets out of hand? The Reliquary could do with some sort of amulet that applies an MAS (melee applies spell) that applies an MAS and an effect. Basically it would add say +1 Initiative to the guy that is hit and make each person he hits get +1 Initiative. I imagine it would be like getting hit speeds up your travel through time, working like a virulent poison. Any unit that is affected by the item would get soul sickness for a time a
The prereqs allow us to specify that if a unit has one trait, he can't get another. That can be used to prevent cross-classing. The cool thing is that you can make a later path give you some of the stuff from two areas of specialization. For instance, my spellsword path branches off of Path of the Arcanist (Mage). It gives you access to some of the basic fighter abilities and adds elemental damage to all attacks. That is one way to cross-class. Another way to do it would be
Always need to run in admin. God damn you microsoft for not having an option for this. They really make you jump through the hoops each time. Are you sure you want to run the program that you just right clicked, clicked run as administrator? Yes &nb
Give you ideas for spells? I am watching this thread to steal all of yours. [e digicons]^_^[/e] Some of the cooler stuff I did was your basic Hold and Charm spells from D&D. Also made some Bless and Doom ones for my clerics. Really, looking at a D&D manual is better than anything I could come up with. But if you want to know how to implement something code wise, I am pretty good at that.
The beta update to end all beta updates. The prophecy is true! [e digicons]:O[/e]
[quote who="Ratatosk7" reply="10" id="3250953"]Does anyone know when FE will be released?[/quote] I swear I read that it will be released in 8 days. I just wish I could remember where. [e digicons]:annoyed:[/e]
The harder you make the spell to cast, the more you gimp the AI. It doesn't work well as a balance factor. You could try to get all your units to use the ring and cloak for 75% resistance, but then your units are severely limited by crystal production. Mages with fire attacks will do massive damage, making even a high resist unit take serious damage. Any way you stack it, the fire mage comes out on top because he can instakill any troop that is not 75% immune to fire and can still do reas
I am waiting on some custom pony graphics for the bell curve.
YOU SONOFABITCH!!!!!!!!!!
Blind or Shrink. Get all Dodge items for your hero. Win.
[quote who="Derek Paxton" reply="18" id="3250788"]But specifics certainly are more actionable than more general feedback.[/quote] I generally agree.