If you teach the AI to raise land and invade, I rescind my criticisms. If it's a player only spell, it needs to have a cost.
seanw3
I did a total rebalance on these in my mod and it took hours of time. There are just too many damn heroes. Maybe this would be a good job for an intern that has no other skills and lots of free time. I am going to hire a day worker from Home Depot to do mine next time. It's just too much work.
There should be a settings option to show beta releases. Look for it and enable to see the FE beta.
It's a poor design mechanic that would lead to players always choosing one type of shard for all shards. Since power would stack to extreme levels, there would be no reason to do anything else. Since fire magic is the best damage element, all players would need to choose this to compete. Thus all shards would be fire and all players would be fire mages. Now, you could rebalance the entire game so that each element has about the same number and power in spells, with some slig
I think I can clear this up. A promoton is a positively charged subatomic particle that advertises itself as a negatively charged particle.
One thing I'll try to have done for day one release is some event based quest content. It will be short and simple, but add some nice variety to games. Make sure everyone points out to new users that content mods are great for beginners too!
Having it take more mana makes the spell feel more powerful. A cheap cost makes me feel cheap when I use it. Re: Trojasmic I don't need to beta test this particular feature. I just made the change myself and guess what, it got abused and reused. Much like narcotics and alcohol, a high cost prevents excessive abuse to a reasonable degree.
The monster thing is likely to be fixed eventually by the devs, but we will have to see what improvements are made in .984. They claim faction AI won't settle near monsters and monster aggression when wandering will depend on difficulty. What we could do is make each lair stay put as DsRaider suggests. Then have the lair spawn enemies that wander in a radius of 2 and respawn quite often. That was my solution anyhow. I also hope the devs eventually teach other factions to sweep an area so
What does "Operator" and "BonusValue" do? They are used as a percent chance modifier for buildings that have a chance to give XP. Does Operator mean there is a 25% chance the value will happen? They are used to do the same thing in the code, which makes me suspect they don't work or are just old code that needs to be deleted. Anyhow, those buildings are doing a 100% chance to give the XP. I am hoping there is a tag for a percent chance to have something apply so that we can use it
I would wait for reviews and some youtube videos before buying. There is no reason to play 9 days early with the beta if you are not 100% sure you are getting your money's worth. That said, this is my favorite game of all time. I am sure you will love it when you do decide to buy it.
I was referring to more experienced players like you. I am at the point where I want to assume the player is using an abusive build, nerf it, make it a strategy that is effective but counterable, increase monster power, make them roam aggressively in a small area, show the user the true meaning of pain. If you are new to the game, see my earlier post about the beginner setting and a wiki manual. But even when the current issues are solved, there will be defeats and those that&nb
It could be put in the corner or something if space is a concern.
Also need a later earth spell that does a radius of 1 and an even later spell with a radius of 3.
[quote who="NorsemanViking" reply="13" id="3250211"]If this game was too easy I'd be bored by it a long time ago. I don't quit games that are hard as hell, that's when I enjoy myself. When I start becoming too strong it's time to start another game, and perhaps change to even harsher settings..... [/quote] You are my kind of viking. My primary joy as a modder is inflicting the player with seemingly impossible situations. When you win, it should feel rare
It's a "Not Yet."
Given that we have no manual and the initial play can be confusing just to get a city to do anything useful, there needs to be no monster aggression on the easiest difficulty. We need a purgatory to send new players to so they can learn the mechanics without any pressure from the world or other factions. I hope this is what the devs are doing. Next time a new player has this complaint, I would like to be able to send him to beginner and give him a link to a wiki manual.
This spell is problematic because only the human can use it well. I often raise land my way to a sneak attack or to avoid monsters. The only reason I can see to make is so cheap is to help out players that get an island starting location. But really that kind of stamp placement is what needs fixing. Having such a low cost will lead to some very bad balance. Here are some ways I now plan to abuse this spell: Land bridges to get to sneak attack an enem
Nice conditions Tudjy. I too am afraid of upgrading armor and weapons in several situations. Only upgrading the designated items would be a nice fix.
Sorry, I get a little obsessive when it comes to modding. I meant no offense.
You spoil me with your daily videos.
This is not an entirely indecent proposal. Even in my attempts to make these guardians a solid tank to hide behind, they end up being more of a stepping stone, contributing little to the battle. Giving them some of these abilities would go a long way towards making magical cities stand out in the mind of the the player. I would increase the crystal cost to at least 50 though.
I assumed that you would be making a mod for the public. If not, it only needs to be compatible with your game, which is fine. Still, I hope that those who have the knowledge and work ethic to mod the game will tend towards adding to a pool of content that we can all benefit from. That is what is going to keep the game alive. Imagine if Hf never let us play Stormworld, how much darker would the world be?
Before you code dozens of classes, you might want to think about how you could make this mod compatible with other mods. Specifying restrictions based on race or faction can get messy. Gender is a great idea though. How are you going to handle cross-classes? Having too many traits available at once makes leveling too random, so that a character you want as a Mage-Fighter, will never get the chance to choose that. The best solution seems to be to allow all possible traits to show up on levelin
[quote]However, some smart beta testers (who we’ll refer to as evil overlords who I’ve sent goons after)[/quote] Wherever you think I am and have sent assassins, I have replaced myself with your past self and have glamoured you to look like me. Good luck fighting your own goons. *Clasps hands together maniacally*
It's not in the changelog and I still don't get my damn tech.