seanw3

seanw3

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

I don't know what you mean by move the user interface. Do you mean you want to customize where buttons are located and mod the UI in general? That isn't possible now, but may be after release.

159 Replies 301,962 Views

I was thinking an axe weapon could add an ability to throw two axes in each tactical battle. A special attack from the one-handed axe to make up for its colossal failure as a weapon. But then I realized that a unit with five soldiers can still only throw one axe, making it useless for trained units. In my mod I have a blunt tip arrow that changes the attack type to blunt and has a 25% chance to knock the unit prone. I also have a bolas that knocks a un

22 Replies 7,751 Views

I don't have access to a gaming computer for 3 hours. I guess everyone will just have to wait until then to play. Wouldn't be fair otherwise...

159 Replies 301,962 Views

And since we are discussing it, when are we going to switch to the galactic year? Having time be based on our planet's rotation is so archaic.

28 Replies 33,812 Views

USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA!USA! [e digicons]\o/[/e] And screw you metric system!

28 Replies 33,812 Views

I implemented the tiered poison idea I mentioned earlier in my latest mod. A strike from Poisoned Blade has a random chance to do one of three 1-3 poison damage spells. That means it can stack 3 times, but each stack only has a 33% chance of being applied. So you might get lucky and do all three in 3 strikes, or you might have to attack several times to get that last one to apply. Given that daggers essentially do 1-2 damage through most of the game, it is nice to be able to give this to Assa

22 Replies 7,751 Views

Or have Freeze only affect strategic movement like Tremor and reduce Initiative slightly. Kind of a bad idea to let me spend mana on freezing a Clambercoil Dragon and getting 4 levels for my new hero.

159 Replies 301,962 Views

Rebalancing Monsters to Prevent Kiting on the Large and Powerful 1. Does it match the games focus? Yes. Large, one unit monsters are part of the game. Making them impossible or nigh impossible to kite seems a must have. 2. Does it solve a problem? Yes. With the right amount of extra moves, counterattacks, teleports (called flying strikes an

159 Replies 301,962 Views

Tactical Turn Limits 1. Does it match the games focus? It could if the mechanic is balanced to make each move count as one battle and battles are set up to seem like engagements over the course of a season. 2. Does it solve a problem? Yes. It does make Initiative based kiting take a lot longer. 3. Does it solve multiple problems? No. It makes kiting take lo

159 Replies 301,962 Views

Admittedly I have a chip on my shoulder about the laziness of the gamer nation, but come on. You are so lazy now you want the game to play itself for you? Get to work Earth. The slavers are inevitably coming for us and since we can't defend the planet worth a damn, we had better be hard workers. [e digicons]:annoyed:[/e] (Just kidding. This feature is totally superfluous, but would be fun to try out when I don't feel like going to the Redbox for a movie.) [e digic

9 Replies 3,815 Views

v1.980.006 is up! +This one fixes cities so they level +Introduction to Staff changes: They now don't use Accuracy, use spell mastery and resist, have no initiative penalty for first staff, first staves are available for Sov customization at no cost, new staves added to 3rd book of the Magi +Hunter's Bow and Poison Bow now do less damage +Poison Bow now does poison damage +Descriptions on abilities and spells added +Axes h

856 Replies 2,037,940 Views

I am confused by you guys not liking counterattacks. This is how I see a counterattack. There are two reasons a unit might justify a counterattack: 1. The weapon you are wielding is capable of striking defensively at close range once an enemy gets close. The dagger is the best example of this. When in battle, the guy with a short weapon can strike quickly but has no reach. So he must rely on the enemy to close in, take a hit and then strike back. This is my justification for high coun

82 Replies 43,256 Views

The actual mechanics of combat seem to mystify many beta testers. See the conversation on weapon balance to get a better idea of how it works.

150 Replies 538,293 Views

The way I see it, a unit trained at a fortress will generally start at level 2 with 74 Accuracy (60+10+4). That means 7 out of 10 attacks will hit a unit with now Dodge. Each 10 Dodge reduces the number of successful attacks by one. So adding +10 Dodge is saying that the average unit gets one less successful attack. Since weight capacity is only given to Path of the Defender, most heroes need a lot of Dodge to work as a reasonable defense against weapons. There are plenty of ways to counter t

856 Replies 2,037,940 Views

That is the problem with game companies. Many times the people that made the game great leave. So you have the same name, but a weaker dev team. I still play GalCiv2:TA and wish for that UI to be imported to FE. It should be a simple concept, since they made such a wonderful unit and logistics UI less than a decade ago, but we still have to deal with so many annoy UI problems in this game. I think that is mostly because those wonderful UI designers were off doing other projects and WoM's

123 Replies 320,452 Views

Can the mana go up in proportion to the spell power? I guess +5 mana per airshard would be a good balance.

26 Replies 10,056 Views

[quote who="ddd888" reply="43" id="3236782"]whats the difference between giving 2 attacks with low dmg and 1 attack with more dmg, STILL WITH A DAGGER[/quote] One attack with high damage is doing more damage against armor. So daggers are better against lightly armored units with two attacks. A Dagger with one attack would be better against highly armored units. The difference is how they scale with defense values. I will probably stick to extra counterattacks in

82 Replies 43,256 Views

Because damage is much higher and dodge needs to be a viable defense against new units that were just trained. Getting 60 Dodge means taking every item and trait for 15 levels. A level 15 unit should be absolutely immune to normal melee units. But a level 15 melee unit has +30 Accuracy and can hit him, while also having massive amounts of Hp compared to the level 15 hero. Still, if in the long term it doesn't work, I will make dodge and acrobat active abilities that only last a fe

856 Replies 2,037,940 Views

I think we all know how I would solve the gap between units and heroes. Give levelup bonuses to Fortress from the city level. You can even tie hero power to cities by adding in new shop items from hero techs or simply reduce the cost of shop items over the course of the game so more heroes can get great armor and start to level. I also like the idea that some monsters like Trolls and Ogres should be more powerful, midgame foes. If you see one in an area, run. Come

150 Replies 538,293 Views

Any buff is guaranteed to proc and should cost twice that of a spell that can be resisted.

26 Replies 10,056 Views

Two attacks at low damage do crap against good armor. A higher attack means great armor penetration. It also looks really cool. ^^ My Mod: This would be good for a dagger in the hands of an Assassin, who wants to deal several poisons and thus needs several strikes.

82 Replies 43,256 Views

My idea for Dodge is that leveling is the best counter to it. Having Acrobat and then other things make Dodge level faster and have +60 from items and spells doesn't work. There are still some class-specific per level dodge bonuses, but acrobat is a flat 10 Dodge. Oh, and in the next version staves don't use dodge, so you will never be invincible from Dodge alone.

856 Replies 2,037,940 Views

[quote who="Heavenfall" reply="8" id="3236502"]If regeneration was limited to the first 10 turns in battle I'd be happy.[/quote] For the spell, but not for Trolls. I just love it when one of them retreats from battle and regens to come back and kill me. So much good pain.

12 Replies 3,186 Views