OliverFA_306

OliverFA_306

Joined Member # 3163627
21 Posts 411 Replies 10,060 Reputation

Wouldn't it be enough to have your sovereign produce 1 unit of a unique unstored resource and then have this resource as production requirement for the spell? Don't know if spells can have production requirements, just brainstorming a little bit.

3 Replies 5,647 Views

Oh! I have to recognise that I did not know that fact. I am a bit embarrassed [e digicons]^_^'[/e] Good work Parrottmath! [e digicons]:thumbsup:[/e]

7 Replies 9,995 Views

[quote who="Wizard1200" reply="11" id="3346329"] I think the scaling is a huge problem in the game design and it would help if the spells scale only with the abilities of the hero. The shards should give the player different kinds of mana (air mana, earth mana, ...), like in Disciples, and a player should be able to convert mana at a rate of 2 : 1.[/quote] I agree 100% [e digicons]:thumbsup:[/e] Looks like material for a mod ;)

14 Replies 14,449 Views

[quote who="animageous" reply="8" id="3346316"] Out of everything on here, this. I agree with this. Super adept level 500 mages still cast level 1 spells at exactly the same power level as a level 1 mage you found passed out in an alleyway somewhere. This makes no sense. Fix this.[/quote] I know I am going against game design, but probably the issue is at the base, at basing the spell power mainly on shard nodes. Because resource nodes are more important than caster pr

14 Replies 14,449 Views

[quote who="Alstein" reply="5" id="3346015"] Spell tiers should power up certain spells. [/quote] I think that's the key. A level 5 water caster should cast level 1 spells at a much higher efficiency (ideally 5 times). You can also have other traits that make the spell more powerful, but element proficiency should matter.

14 Replies 14,449 Views

[quote who="GoddessAthena" reply="128" id="3346237"] Could even have it that certain buildings are "blacked out" or "closed" until the proper population is established. Where buildings slowly start to open and work again as the population grows back to its normal size. [/quote] Wait until I publish my Population Mod. It will do exactly this. ;) Currently I am having some difficulties with the part of adding upkeep to units, but the part of requiring population to run buildi

132 Replies 431,680 Views

Forgive my ignorance, but what does it mean winning the "I can build it faster than you achievement"? [e digicons]O:)[/e]

7 Replies 9,995 Views

[quote who="Trojasmic" reply="3" id="3346086"] There's only a 25% chance they will fix this since we've been asking for it to be fixed a long time...[/quote] LOL! [e digicons]k1[/e]

8 Replies 41,184 Views

The queued pioneers exploit would be solved if pioneers required food instead of population. Don't know if that's possible with the engine right now.

23 Replies 16,614 Views

But in Elemental the population growth doesn't come from new births. It comes from people leaving the country and coming to your city, as they hope they will have a better life there. So in that context it makes sense. Something like "There is plenty of food, you may move to that city."

23 Replies 16,614 Views

I can do that for sure. The question is if I can do it in an exact way or if I have to go with an approximation. The part of cities population already works and really makes a difference. A level 2 city with 199 population produces more than a level 2 city with 10 population. Perhaps I will install E:WoM and look into the XML. Who knows? Maybe I will discover something in the XML that is no longer in LH but that the engine still understands and can be used.

12 Replies 56,107 Views

Thanks for the answer Heavenfall [e digicons]:D[/e] I'll try to give more details about what I am trying to do. I am modding the use of resources trying to make it more strategic. So far I have modded population in cities to really mean something. In my mod each improvement uses population and city hubs don't produce resources in a flat rate, they produce resources per person. So the result is that if you don't have enough population to run all the improvemen

12 Replies 56,107 Views

That's a very interesting idea. [e digicons]:D[/e] The thing is that just because something can be done it does not compulsory have to be done. Developers (or a mod maker if that's made as a mod) would have to come with a system of optional upgrades that made sense. Anyway, as a premise it has a lot of potential [e digicons]:thumbsup:[/e]

5 Replies 6,481 Views

Perhaps a combination of several of the proposed solutions would be the way to make heroes be in par with trained units groups. - Multiply hero's weapon damage with some perks - Multiply hero's defense with some other perks - Increase hero's initiative with a third set of perks - Increase her's dodge with a fourth group of perks. So as a result heroes would be more dangerous, but it wouldn't result in a desproportionated value of a s

7 Replies 9,932 Views

I am talking about a custom made resource, CitiesNumber. Each city provides one unit of CitiesNumber, and I want to be able to check the total number of cities from the improvement, but I always get the local number and have no idea about how to get the global number.

2 Replies 5,034 Views

[quote who="parrottmath" reply="12" id="3345603"] Quoting Heavenfall, reply 11 Lots of reading the current XML and lots of trial and error. Don't give them the secret to the manual .[/quote] why? :'( Please please pretty please! [e digicons]:pout:[/e]

20 Replies 73,835 Views

[quote who="mqpiffle" reply="3" id="3329629"] Thus is the core emotion of the FE modder...[/quote] [e digicons]

19 Replies 11,843 Views