Feature completion time according to Frogboy probably means feature lockdown and refinement. You might see a few new spells or something small that was held back from beta 4 for extra development, but nothing major. Content probably means more spells, events and quests. Those are the only things that have been previewed.
seanw3
It's been a month since beta 4. Usually we have to wait 2 months, but maybe this cycle wants more public testing since it is focusing on polish, not content.
Switching to localdataonly can do this I think. Not sure why, but with lesser graphics cards, I have experienced it with my mod too.
It's my masterpiece, but a little unfinished. There is a ring of light that is supposed to unlock a special choicedef, but I haven't set up the conditional. Other than that... masterpiece. You'll notice some quest objectives lead you back to a previous one. So you can be stuck in there for hours. [e digicons]:grin:[/e]
I was using the gildish warhammer and they were using mace. I had leather and they had chain. My next update will be some tech order optimization. That might seem like insignificant, but it will drastically improve the AI. Also, I am going to change E=3.2 to E=3.0 I just took out two wildlands and didn't get past level 9.
Can you send me the actual file? I will run it and take a look. It looks like there is a problem with your choicedefs. BTW, the best quest in the game right now is my Labyrinth. It should be here in the FE Modding forum somewhere. You should play through it once in god mode to and then take a look at the code. There are alot of things like what you are trying to do here and much more.
For example, if a mace does 30 total damage to an enemy, it has a 30% chance to knock the enemy down. Once prone, the enemy loses a turn to get up and cannot dodge any attacks. 9 knights with Maces can get really out of hand if the enemy does not have horses.
Bash chance is equal to the damage done. I was doing 9 damage and they were doing upwards of 20 damage. I am going to rebalance Mace now that I realize how powerful Bash can be. Currently it takes no metal, in one-handed, does -6 Init, has 16 damage and the AI always chooses it because it has the maximum sum of damage. I need to make the Mace do less damage and cost some metal. Trog's special axe should be their go to choice, which means 15 attack must be the highest attack
I did. I will post about it in the mod thread.
[FE][Beta4][BalanceMod] Excerpts From Combat: Gilden Part I It's been awhile, but I am back with a new video. Expect alot of battles. City defense is getting awesome.
Yes, you can divide. Look at Mana Blast for an example. You have to use Heavenfall's BG_UnitStat feature to add blunt to a blunt weapon only. There is no way to do it in the vanilla. There is also no way to get the AI to follow this kind of idea. They will fail with it and not use blunt weapons if a "better" weapon comes along. I decided to use Unitstat_Attack_Boost, which adds +X damage to whatever damage type is equipped. It's not pretty, but it gets
Idea: Combine Sand Golem with Midnight Stone to make Obsidian Golem item.
Since this thread is in the modding category, have you tried a hero with Stun, Sweep, Double Strike? I gave Lord Verga all of those to start and it is scary good to use them sequentially on an army. I would love the AI to learn the same trick.
What about a special spear for the amphibious trait? Something with higher damage and armor penetration instead of boar spear and pike.
Considering that each turn is a season, it makes sense that regen would have this effect. I usually set regen to do 5 healing per soldier in the unit per turn and +1 in tactical battle, simply for the sake of balance. The death mages have no healing recouse like this.
Ya, or each quest could have an item or "clue" that leads to another quest. That next quest can be random or specific.
Version 1.952.013 up! +Fixed Guild Grocer and other Hp adders to use a static bonus of +8Hp per soldier (Until I can figure out a way to do get the calculation to work) +Fixed buildings that add units to city defense to add the correct number of units +Changed Death 3 to a level 5 prereq. Level 4 prereq was daft. +Berserk now adds +4 attack and one per death shard. Mass Berserk unlocked at Death 4. +Warlock should now
a) Not exactly sure without seeing your xml file, but I would guess that you have forgotten some tags that make heroes heroes. Try taking a specific hero from CoreUnits.xml and using it for the quest. Look over the tags there that are different from the normal units.
My point is that the code works, but turns don't. I sent in an e-mail to support about it, so hopefully they bring it up during the Monday meeting.
a) I am not sure what you mean here. Did you mean a summoned hero or non-hero unit is not leveling up? b)There is a specific gamemodifier for spawning a quest on the map. The modifier needs to look like this: GameModifier > ModType</span
As far as I know the system, you would have to win or lose the current tactical map. After that, the quest can start another encounter in any map it wants. So yes, you can have a dungeon with dozens of rooms as long as the player is willing to sit there for an hour and has a crap ton of healing nectars. The only limitation would be system taxing and memory leaks. Both of which are currently an issue.
This is how I plan to set up my mods: 1. Modular Non-Core Mods: These will be the major content additions I have been working on. That includes quest serials, Ivory Towers, Goetia and other things that are specifically balanced with the vanilla game. 2. Modular Core Mods: These will be mods that change the core game to play better or achieve better balance. I am hoping this won't even be necessary, but we'll what happens in
[quote who="bbr91" reply="65" id="3224122"](think how colonizing too many planets at the start will ruin you in GalCiv 2)[/quote] You might want to go back and play it again. There is no cost to rushing planets in GalCiv2. The best strategy was always to rush as far as possible and not build anything until the population reached higher levels. The only cost was linear ship maintenance. The economic growth was exponential.
I don't know why I did it exactly, but I made Lord Verga the most powerful melee unit in the game. "Magic? We don't need no stinking magic." -Lord Verga at the New Pariden Massacre
Re: Title There are many of us that would say "Life isn't real Internet." I think neither of them really compare to the nomena we loosely base life and internet off of.