I just went up against Lord Relias, who had 70 Dodge. What a battle that was. Axes really come in handy when you only have 20% chance to hit.
seanw3
Invisibility is a serious possibility for the expansion. Now that the basics of the game are in, there is more hope that stealth mechanics will be a consideration. Until then, I am good with teleports and extremely high dodge as an approximation.
Well I certainly don't think of humanity as alien. You are much more than tiny insignificants only here for the pleasure of being stamped out. If that's what you were implying, it's totally untrue. I love HU-MANS. You are all my equal. [e digicons]:cylon:[/e]
I think a teleport that is nonmagical could work as stealth.
One cool thing I do for archer classes is make a choice between one or two shots that are guaranteed to crit and several fast shots. Do you ever read the Green Arrow comics? Alot of my ideas come from him.
This a beta. Please complain about this until it is fixed. Ha! Bet you thought I was going to tell you to stop complaining, but no. I want this fixed too. I have taken to saving myself far too often. I even reboot the game and my computer every hour or so to avoid massive CTD's and BSOD's. Hoping beta 5 has some fixes.
You can set the gestation period to your preference.
[quote who="Heavenfall" reply="8" id="3229462"]No, no, and no. We can only tie events to totalpopulation right now (as in: chance to happen after you have x or more population). Frogboy hinted that there would be a way to link them to turns in the future (as in: chance to happen after turn x).[/quote] Has thou no ingenuity? [e digicons]*_*[/e] There is some hope that after release we will get more "triggers" for starting events and quests. For no
I am currently working on a Path Mod and have some similar ideas. One thing you ought to think about is whether or not your changes go with the vanilla or will become a mod that changes the core xml files. Are you going for something that just adds to the current game or will you change the current leveling traits?
Ugh, people who name their cities like that bother me to no end. Just keep a notepad and pencil handy and manage your damn empires. It's really not that difficult to keep some lore in the real world. I remember making my own maps and city records in almost any other game. I am very dissapointed in the lack of imagination a city function namer has to live with. How do you stay immersed? [e digicons]:thumbsdown:[/e]
You could always turn dynasties back on in the ElementalDefs.xml file. In beta 5 we will get a new game modifier that will let us turn them on from anything, including quests. So, you could get married and have offspring from a quest.
Maybe go with the sphere version of the puzzle from "Cabin in the Woods?"
I see what you mean about the Cyndrum Demons. I will have to balance them a little better. My current testing has been focused on Yithril, who need a boost to military power of all things. They are not competing very well. After they are good, I will test out a weaker version of Cyndrum Demons and add some lightning damage to Crow Demons.
It is a mistake to think of the six elements as shools. They are more like books, with many many more books available outside of leveling. I count seven smaller books already ingame and there are many spells like Mana Blast that have no book at all.
Hey Marionesi, 70% of those spells are already ingame... Not very persuasive for a plea.
[quote who="Frogboy" reply="16" id="3229182"]In beta 5' FE becomes a first person shooter.[/quote] I have some ideas for the cover system. Let's release on Dreamcast and then port it over to PC.
CoreDifficultyLevels.xml holds the modifiers for difficulty.
Oops! I'll have it fixed in the next update. Used instead of
Oh I don't know, alot of my ideas come from those casual commenters and their ridiculous ideas. Compared to the massive level of borderline troll suggestions we had in beta 2, I am pretty happy with the random suggestions we have in beta 4. So, just ignore the ideas you don't like or find annoying. Posting about it will only make things worse.
I am almost ready to start on my path mod. I will be deleting those rubbish traits. All levelup choices will be desirable and based on your previous choices.
Version 1.952.024 is up! +Fixed Ancient Cyndrum Demon to be more powerful +Changed new spells to work slightly better. (Can take up to a few minutes for the spell to actually start) +Leveling should be slightly slower until you get to level 15, when it slows to a crawl.
The temple is on either side of your head near your eyes. People rub that general area when they are stressed.
Interesting feedback. While I don't agree that any buildings should cost less labor or have any sort of maintenance, the suggestion is telling of some problems in the current balance. The opportunity cost of buildings and early game troops is not quite right yet. The fact that adventuring is taking up so much time and that cities are largely ignored tells me cities need some more utility early on. Always nice to see a new perspective.
I will have a new update soon that fixes XP. I finally have a good equation: E=2.7, M=3. It makes anything past level 10 start to take a long time, but you can level past that if you focus on one hero. I am also still trying to get my high level spells to do what I had planned. Break Realm currently crashes the game, Omen and Descension of Astaroth don't cause fire damage, etc... I am planning to boost the power of henchmen so that they are worth that extra cost. Rem
Alot of people are missing the heart of the issue with expansion. You should not be paying heavy sums for the pioneer itself, but for the army it takes to make the land safe to settle on. The monsters need to kill lone pioneers and weak pioneer armies. Then teach the AI to require stronger expansion armies. Problem is then solved without an unnatural gamey solution.