halmal242

halmal242

Joined Member # 3198180
87 Posts 674 Replies 855 Reputation

True, I did not even consider the Japanese horse bows as they overcame the problem of length with the lower grip. Still normally without the ability to overcome technological hurdles in the European area, which is mostly what this game appears to be based around mounted archers used a shorter bow so less range, hence the short bow.

37 Replies 29,392 Views

What about a damage revenge for attacking a spear holder with a mounted unit? So will only do damage to someone that attacks it only if its a mounted unit. This might be more what I am going for, though I do like the idea of having them do naturally more damage to mounted units I want a revenge damage for mounted units and originally only thought of counterattack but maybe a damage shield effect only for mounted the tag.

13 Replies 5,536 Views

The problem with the terms short bow and longbows you are correct in that the former is not well defined except to possibly identify a horse bow which was by necessity shorter as riding a horse did not allow the length of normal bow. You are correct also about about he Mongols having very good bows, which if I remember without looking up they used a short recurve style bow which would is more powerful in terms of distance and damage than a standard shorter bow. I used to do quite

37 Replies 29,392 Views

Quick question about a niche for spears, is it possible to add to spear holding units a counterattack and damage multiplier for units specifically on mounts using the improved unit tags that Heavenfall created?

13 Replies 5,536 Views

The problem of why there needs to be range limitations implemented is that there are several mods in the work to increase the tactical battlefield thereby allowing some differentiation between units instead of all units basically being foot. Make that horse mean something that it can charge across a large field instead of being peppered for 3 to 4 turns by arrows. I agree that a longbow or the yew longbow (similar to the English longbow) should not be limited f

37 Replies 29,392 Views

Not a problem, just thought I would point out something that needs to be identified. Eventually when I am happy with the armor/weapons rework I might take a stab at the maps unless someone else gets to it first. I remember someone saying that around a 25% increase in map size would make most people happy in not being to large an increase and stay within the feel of FE. With the increase in map sizes it would be easy to just add in new / additional spots.

267 Replies 244,496 Views

Just a simple request that if bow ranges are re-implemented that the AI won't keep try and firing the bow if they are out range thereby freezing the game. This can be used to, as stated above, re-implement the bow ranges so that there is differentiation between a shortbow's range and a longbow. This can then also be used when increasing the size of the tactical battlefield make certain bows more worthwhile than others. This will help increase th

0 Replies 1,864 Views

I am working on the warfare tree currently along with some inputs into both the civ and magic tree with my armor mod. However, if you have some inputs on how to handle weapon unlocks, I believe I have the armor problem solved mostly thanks to feedback and trial and error, please let me know. I am always open for input as this is a tough nut to crack for tech progressions.

4 Replies 5,206 Views

Not sure here as you would have to have access to the unit designer of which is currently unavailable. Believe me if I could access the unit designer I would love to as I suspect that the upgrade gear code is built into it as well. For magic spells there is already a function that could easily be added to deal with damage to large unit sizes versus large groups and small damage versus single units its the overpower function that certain monsters have. This may make it easi

267 Replies 244,496 Views

You are exactly on track with what I am trying to do with what is available n the game for art assets as I am lacking in graphical design skills for armor and weapon models/skins. What I have for armors is fairly balanced for progression wise name and type to what you have already listed with a few changes. Tier 1 (Initial armor to be researched and remember these are fallen societies that are researching lost techs that were once new not learning from scratch. Light</

73 Replies 123,240 Views

Took a short break from this as I was getting frustrated but its till moving forward, just not as fast as before. I have a solid path again (well as solid as mostly dry mud) to work from. So I am implementing this a little at a time because last time I rushed it and got the sorry mess in the end because of rushing. While I would like to tie buying armor and weapons only from cities with certain improvements and potentially do what Heavenfall suggested about making a local re

73 Replies 123,240 Views

All good, I have gotten pretty good at looking for the small details after the fact after making all the different armors and then remaking them when I wasn't happy with them.

15 Replies 9,274 Views

Do you have your prereq spells right for Fire1,Fire2 and so on for each version? I ask this as the ScorchedEarth4 and 5 version both show Fire1 as the prereq.

15 Replies 9,274 Views

I am trying to figure out what direction to take this. I will polish the original version for tech costs but I think I am going to make the second version into a more comprehensive change to the way armor is set up in the game and weapons will follow after. There have been some really amazing discussions around the board about weapons and what roles they should have as far as what has armor piercing and what doesn't. I am still working on what tiers to have for armor but

73 Replies 123,240 Views

I like it. Also acts as a gateway to higher quality items by needing to invest in the Civ tree. Thanks guys.

7 Replies 2,984 Views

Not quite what I am trying to do here. Basically looking for a way to set up smelter to convert iron to steel by consuming 1 iron and turning it into 1 steel for the initial building. This could possibly be used for a second tier as well with steel being blended with crystal to a crystal infused metal but that is down the road if I can get the first part to work.

7 Replies 2,984 Views

Is there a way to create a new world resource that is created from refining Iron into Steel?

7 Replies 2,984 Views

Alright so I decided to look up some information on formations for grins to see if I could find some realistic numbers for medieval times, and the answer is that there aren't any hard numbers per se. The best I can say is you can the following types and fit what you are looking for I think. Scout unit (3-Units) Squad Unit (9-Units) Rabble/Group - A better name would work but its what most large units were called (30 to 60 Units) Battle For

267 Replies 244,496 Views

#4. Possibly easy implementable solution. Add a single line to all items in the game. 0 Add function Item When used changes Trainable to a 1. Have unit design only check for 1 instead of prereqs so that different prereqs can be used for items as already suggested. Techs then just need to

60 Replies 191,639 Views

Alright, I will tinker with that since it looks like armor and weapons are stuck for the time being. I will polish what I have made but there is only so much that is possible right now.

7 Replies 3,061 Views

On a different note is there a way to set up a system for monsters to get a trait based upon say beast, twisted, dragon and so on to have set increases in attack, defense, and resistances as they level? Then add it to each so that it makes monsters stronger as they level instead of just adding hit point and accuracy?

7 Replies 3,061 Views

I looked at it and it looks like an extensive amount of work. I might shelve this project for a while until we can get the unitstat tags for prereqs.

7 Replies 3,061 Views

So what works with what? Do we dumb down the number of weapons down or is there a way to make each type unique? What makes each of these unique Club/Mace/Warhammer - Bash (This needs to either be trimmed or make each unique) Spears - Armor Pierce (1 Handed are unique to defensive which in my opinion is not correct) Swords - High Init and Counter (Superior except against chain which is why chain was made the way it was) Axes - Backswing a almost 10

59 Replies 46,373 Views