seanw3

seanw3

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

My mod uses double production values currently and has 50% reduction on training times. I am still spending 6 turns on a leather and battlehammer unit. I would suggest a production increase as a 1x, 2x, 3x, 5x slider. There is plenty of room in the options screen for such a necessary slider. One of the things I spent hours modding for CIV 5 was slow research and fast unit production. It took forever and all it needed was one simple slider to make the game perfectly to my preference.

13 Replies 4,124 Views

You may have altered reality to fit your goals of domination, but I and my nation will tell the tale of the realm that was. When Magnar ruled the land and Deb, the Broken, was but a footnote in history. But in the end, it is about power. You had the power to reload and you used it to win. I commend your use of evil for the sake of domination. All hail Boyne! All hail the Frog! [e digicons]:frogboy:[/e] [e digicons]\o/[/e] [e digicons]\o/[/e

93 Replies 293,357 Views

I have been downloading every patch and full install for the last 20+ updates. Over the most recent ones I and a quite a few other beta testers have been having a few worrisome problems. I'd like to see some better installation performance before this thing is given to the fickle masses. 1. Download integrity I would say 1 out of 2 of my downloads gets corrupted. I have a great internet connection. Many other people have noted downloading several t

4 Replies 10,642 Views
Reply to Bandit leader in FE Beta

I like the concept of choosing what is worth keeping and what you kill for XP. That is very much my style. I also just realized that Noah must have been a beastmaster! [e digicons]:omg:[/e]

47 Replies 26,975 Views

What do death demons do that is so special? Everyone always says they are OP, but I guess I am missing something.

20 Replies 8,664 Views

It's not balanced because you can sit there and do it to a whole army. If they are going to leave it as is, it needs to have a cooldown of 4 turns.

39 Replies 13,367 Views

I wish we could get money for attacking caravans and then double it for bandit lords. That is mod logic though. For the vanilla, Bandit Lord just needs some early power so that fighting monsters on turn one is very easy. Being able to kill tough beasts early has multiplicative effects on the whole civilization. More Sov levels means more prestige means more city levels means more research means better tech means world wonders means massive game advantage.

357 Replies 611,984 Views

[quote who="Poko8" reply="5" id="3246230"]I want to, what do you usually play as with that ability?[/quote] The Flesh Bound Tome is pretty weak right now, so Magnar may not be good on higher difficulty. I would make a custom faction with slaver and enchanters for the magic books and extra essence. Then make sure you start with Earth I and natural leader, or Adventurer in .984. The fun way to do it is make massive slave armies with one mage per army to cast

20 Replies 8,664 Views
Reply to Bandit leader in FE Beta

When I see the AI use it successfully, I will put it on my wipedlist.

47 Replies 26,975 Views

I say nay Frogeth Boyne. You have lost out of the weakness of choosing good over evil. Let today be a reminder that evil is stronger and will eventually always prevail over the inane proclivities of good. The AI has won and deserves its victory. Let the blood and bones of your men be swallowed by the earth, one day giving rise to a new empire. That is way of Elemental. No loadsies. [e digicons]:annoyed:[/e]

93 Replies 293,357 Views
Reply to Bandit leader in FE Beta

I don't like any traits the AI can't use. That puts Beastmaster on my shitlist.

47 Replies 26,975 Views

This is some really high quality programming. I should have time to test the new version tomorrow. I just now got my trees back and need to play more endgame scenarios now that I figured out how to make the AI build massive armies. After that I should be able to test the editing feature. Really excited about this program!

292 Replies 755,028 Views
Reply to City Defense in FE Beta

I have this current mechanic for level 5 Fortresses where they fire a volley of arrows at the beginning of a battle. I use the auto-cast function like Pariden blood does. Fires a ranged attack that will do light damage. It's a nice addition to city defense and requires no special units or things that the AI might not be able to use. Of course, I also added some mage towers that cast a spell on a city at the beginning of combat and we have some vanilla enchantments that do this too. I woul

67 Replies 43,516 Views

Ever try slavers? It has some sweet benefits if you go for high materials.

20 Replies 8,664 Views

I am thinking about changing it to do -5 Accuracy per turn. So you go blind over the course of the battle. That just seems more interesting.

39 Replies 13,367 Views
Reply to City Defense in FE Beta

Ya, you can do that. You can add something like the Castle improvement and make a tech require it.

67 Replies 43,516 Views