seanw3

seanw3

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

One thing that would help is telling the AI that wildlands are off limits. They tend to trigger them and release havok on the land with no intention of trying to complete the quest. Better to just stay out.

25 Replies 74,664 Views

I made Eyes of the Eagle reveal a 12 tile radius and have Book of Wind always available, with a higher tech cost. The mana cost for the spell is around 100, but it shows you everything you need to know if you choose to invest in it. Later on I have 3rd Book of the Magi unlock a reveal map spell, which is almost a necessity IMO.

357 Replies 611,875 Views

That is pretty much how I shaped my path mod, except I relied much more on Baldur's Gate than D&D. The mechanics translate over quite nicely, whereas D&D has too many abilities we just can't do with the current modding functions. Looking forward to seeing a beta!

32 Replies 19,073 Views

Once the game goes gold I am going to make a modular version of the content in the Elemental Balance Mod. I will then start working on quests for the most part. Ivory Towers is my experiment in combining quest driven storytelling and tech progression. It will take a long time to finish, so I will have a few other quest projects that can be done sooner. I think good questing is what will keep people coming back for more FE.

12 Replies 18,249 Views

We probably need a little more dev time on city defenders. The current implementation has them spawn after each battle, but it bugs out often and they don't respawn. So sometimes you can kill the same city defenders twice and other times they just up and disappear for the next battle. I am not totally sure what is causing this, but it seems to happen when there are alot of units in the first battle.

357 Replies 611,875 Views

I have 6 defenders in a city. The enemy sends a single wilding to attack it and loses horribly. Then the enemy sends in a single militia and takes the city. You think that is a good balance? There is no reason to have defenders only work once per season. It's a bug and needs to be fixed. Currently I have to teleport multiple stacks of armies away to make sure they don't cheat. I also have to wait a turn before attacking again. It's a real hassle.

357 Replies 611,875 Views

Now that city defense is more meaningful, let's make sure city defenders are spawning for each battle. For some reason they only spawn once per turn.

357 Replies 611,875 Views

Right click the Fallen Enchantress shortcut and choose the "run as administrator option."

4 Replies 3,427 Views

I tried it with and without the value thing, hoping that having it would trigger a percent chance like bash.

10 Replies 13,981 Views

[code="xml"] Berserker Does double damage Ability_PoisonousI_Icon.png Ability_PoisonousI_Icon.png 210,110,210 Unit UnitDamage</SpellBookSortSubC

10 Replies 13,981 Views

I don't think that is something they are intending to balance. Insane and ridiculous are more like arcade mode, where eventually you just can't win. Custom factions are also not something that intended to be balanced.

37 Replies 65,460 Views

I went back with a save game. In fact, I'm embarrassed to admit, he was indeed being obliterated by Tarth. So he did have a reason to surrender, but I set the game to not allow surrenders. He did not declare war on Resoln this time, so that must be a probability thing or this time Tarth wrecked him before he could go after Resoln. Still, I would like to have surrenders completely off. I want the GalCiv2 style surrenders and refuse to use any other.

2 Replies 1,992 Views