Version 3.91.02 adds dodge to shields and makes Towershield very heavy, expensive, and better at defending against arrows. I will make some better Accuracy Traits to catch up with the higher dodge values. What's next? +Better Buildings. +Strategic choices when expanding (That means it costs gildar to expand further). +Accuracy Traits. +Magic Traits. +Better AI units. +Training Cost Balance. +Endgame will
seanw3
There are a few bugs, just updated because I forgot to add the CoreImprovements.xml. Now it should spawn good defenders.
Save integrity is great for me. When you push the RAM limits saves do seem to get messed up. That is why I keep a trail of 10 saves, so I am not saving a bugged game. I find it funny that this is someone's main complaint about the game. As far back as I can remember in my GalCiv days, this has been a problem. A minor, easily solved problem. Play smaller maps for shorter periods of time. Don't know the technical aspects to this, but it seems to be a common theme in TBS games. Not sure
Nice to hear that someone has heard my quest laments. Maybe if you invite Derek over to your house and then sick the bees on him until he agrees?
Thanks to Werewindle for much of the ideas and XML work. [e digicons]:beer:[/e]
I wish they would have reduced the actual prices in conjunction with the sell reduction. 120 for a fire ring? Not cool. [e digicons]#:([/e]
Naidrev is on the right track. More roaming bands of monsters would force us to need an army. Cities should have decent militia, maybe 2 squads of unarmored peasants. Capitals should get a little more defense. Then monsters should be abundant enough to overcome these militias so that the player needs to train more early game units for defense. Act I still needs work. I am sure there are other ways to solve the problem, but simply adding more lairs takes up too much RAM. I am going to try more
It is unreleased my friend.
I like that population is the detracting factor of city spam. It just needs some balance. One city should grow much faster. I think the problem lies mostly in that the third and fourth city can grow reasonably fast once you have Cooperation. Inn should be further up the tech tree to limit early expansion as well. It might be a good idea to also reduce the amount of prestige we get from our Sov. I can grow a city way too fast with a lucky couple of battles. Prestige should be more rare than th
Warhammers use crude metal. It takes less metal when it is not refined. Axes use more. I can't comment on the balance between the two though, because I honestly only remember not liking it and then changing them both.
"More terrain types (especially snow at the poles)." Is that some kind of stripper coke reference? You do realize the world is flat right? [e digicons]8|[/e]
I voted excellent. The moves made to change the game were all in the right direction. Stats are so much more fluid to name one important change. Things seems to be headed in the right direction. The only detractors I see are balance issues which are easily solved before the Fall. Any other problems I see in the game are mostly personal taste. Same old stuff I whine about: New Quest Triggers, More Monster Spawns, WoM style quest spawning, all spells being resistible, one-handed spears. Ok
Those of you who not only have time to play the beta, but also want to try out some balance ideas, this is the mod for you. If walls of text are more your speed, I even have a link to one of those: https://forums.elementalgame.com/422630 That pretty much sums up what I think about the new balance changes with regards to weapons and armor. Armor is too high. My solution is to raise weapon values to compensate. The challenge is
Beta 3 has one-handed spears and Impulsive has been prereqed by Path of the Assassin. Those are the best things IMHO.
Just finished a mod of my proposed changes. I decided to increase Leather armor to do a total of 17 Defense and have Chain armor to a total of 22 Defense with 44 against Cutting Damage. I then balanced weapons based on their max and min damages. Axes do 2-4 damage against Leather, Warhammers do 2-4 Damage against Leather. The difference is that a Warhammer only costs .5 Metal and has a longer training time. It is heavier and will do about the same average damage to Chain as Leather, whereas A
I would like them to have no wages since we are paying 30 gold per soldier in the unit. There is a simple switch in the xml to do this. There is another switch that allows you to group them according to your tech progress. I hope both get turned on at some point. It would save me the time of doing it myself.
You will know a random event when you see it. It is the same style as a quest pop up.
There is an edit button at the top. Once in edit change the forum location to FE Support.
Harsh penalties that are more feasible to get rid of. That is the best design.
[quote who="137" reply="52" id="3134282"]Stargate Universe was decent...[/quote] Worst show ever. I agree that some shows could be better, but I think you may have ridiculous standards.
I really don't understand why people would want every spell to be certain. I prefer the excitement of randomness.
What shows do you find to be better?
Damn you Thundercats! How am I supposed to release a subversive mod when you are constantly beating me to the punch? I feel like Bowser... [e digicons]:wc:[/e]
I do 35 push-ups after each file I mod. Need to get buff for the NAVY.
Thanks for the honorable mention. I am hard at work making a test example of how I would like armor to work. Expect a few more videos by Monday.