seanw3

seanw3

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

Oh, I see what you want to do. That doesn't make a whole hell of a lot of sense. You want the damage of the weapon to be equal to the percentage of the enemy's health. I misunderstood. Basically that is a terrible way to balance things and it's impossible. It would conversely be a great way to imbalance things though, if that is what you are going for. The problem is that defense is an equation based on the idea that attack values are using the same modality

60 Replies 191,711 Views

I have been retooling as of late, but I'll get my DL's set up on Nexus soon. Very happy to see my mod in the same company as such genius modders as the ones from Fallout:NV. Warzone is essentially what inspired my mod for FE. [e digicons];)[/e]

27 Replies 25,800 Views

Really the AI needs to behave like that of the Settler's of Cataan AI. It should always always always harsh on the leader to prevent them from winning. Scooping up little guys can work early on, but late in the game it just won't pay off as much as it would to attack the leader.

17 Replies 20,455 Views

Okay, I have been using OS's long enough to be an expert. Unfortunately, the company I know and at some point I swear I trusted them, took all the stuff I knew and threw it out of windows. So, basically all that useless information I was learning while other kids were going outside and playing with each other is slightly more useless than before I got Windows 8. Now, I am trying to give the new OS and change in general a fair shot, but gosh darn if they di

76 Replies 289,982 Views

90% of the longer turn times is because I turned the AI all the way on. You can decrease the time it takes for the AI to take its turn in the xml, but then you are playing be vanilla AI standards. In other words the AI will not check its surroundings each turn. It will just set an army to move and as long as it made since on that turn, no second look is given for a number of turns. To me, that is an unplayable game. To each their own. The Governor path is not really finished by any me

856 Replies 2,036,899 Views

The thing with these knives is that there is a fix we need so that each unit in the attack gets one throw. There was some hope of a fix after release, but maybe we need to popularize the issue. It is needed for a dozen other things too.

16 Replies 11,621 Views

I am a firm believer that Sov history traits should only affect the Sov, giving he or she a unique feel in the game world. I hate any and all traits that are mere additional faction traits for the whole empire. It's a real missed opportunity to add some real loreful flavor to the game. Good thing we can mod things we don't like. [e digicons]:thumbsup:[/e]

37 Replies 66,129 Views

"What makes a good man go neutral? Lust for gold? Power? Or were you just born with a heart full of neutrality?" You make me sick. [e digicons]:annoyed:[/e]

17 Replies 20,455 Views

Putting the logistics techs earlier in the tree creates the same problem though. It will just not take as long to do the chore of researching larger units. I want the choice to be weapons or unit size. With that in mind, I can think of a few ways to curtail AI research. The reason they are outdoing you on research is partially due to constant tech trading. The other thing though is that any economic boost I give them also gives the same portion of research, prestige and probably a few other t

856 Replies 2,036,899 Views

One thing I plan to change is Town Hp bonus. I want to move it from a +X Hp when defending to +X Hp recovery. That way Towns become an important logistics concern for warfare. Towns already produce a ton of gildar, give you influence, and prestige. They grow 4 times faster than a normal city and 8 times faster when idle. They are supposed to be something that reaches its full potential fast. But once it does that, it has few other uses. That is the trade off compared to a Fortress or Conclave

856 Replies 2,036,899 Views

Catapults are not perfect. I will balance them a little better. Wardens and Nightwatches are not guarantees. They simply reduce the chance for a monster to choose to attack.

856 Replies 2,036,899 Views

The palace bug is annoying. I will get it fixed. I took a look at your economy. You have taxes set at low. The intention is for you to start raising taxes. At normal tax rates you have more than enough money. Once you have all your slave buildings up, you can increase taxes to High for only a slight research penalty and no harm to production. That is how the empire plays the midgame. They get less research, but tons of gildar. You can start using it along with Black Mar

856 Replies 2,036,899 Views

The save doesn't have any city defenders when I load it. So I can't reproduce it. But in my experience that Quendar unit is going to trounce New Hallas anyways. Problem solved. I am not sure why, but I have seen some similar cases as you describe during the beta. Have you tried to fix it by changing the situation? Demolish some city defender improvements. Use the exit button on a unit to get out of the city. Leave the units at 9 in the city and let the newly trained units star

62 Replies 34,248 Views