halmal242

halmal242

Joined Member # 3198180
87 Posts 674 Replies 855 Reputation

A simple suggestion since magic armors are having their metal requirement removed. Why not make magic armors have a lower Defense rating but give them resistances, this is more in line with what a magic armor is supposed to be. Forges will apply any additional protection beyond the normal defense it has anyways. Also why not make magic leather and magic chain if this idea works out, thereby giving more options for earlier magic armor (even if its less protection) for those t

13 Replies 8,054 Views

Does a unit upgrading its gear gain the additional bonuses from upgraded forges, or is that only for initial training? Also if it does gain the bonuses does it gain it twice as in an initial bonus and then another bonus each time it upgrades?

5 Replies 4,177 Views

Thanks everyone for the information. Excellent answer seanw3, thanks for the concise data. By looking at this data I was right in the fact that it is definitely a problem on the damage scaling to being close to an exponential growth curve as opposed to a linear growth curve. Its an innovative way for making damage versus armor matter but you will have a bear of a time balancing it compared to all the variables of specialized builds. Hmm I will have to

5 Replies 4,881 Views

Ok, so I have been playing around with some of the attack and defense values and want to verify something. The maximum damage you can do with a weapon is its Attack score if the attack roll overcomes the defense roll. Is this the correct mechanic?

5 Replies 4,881 Views

I noticed something and figured I would pass it on here. When I do Ctrl N for a new map the game crashes far more often if you have taken a few turns and autosave has gone off as opposed to doing it on tun 1. Thanks for the game. My 2 Copper.

0 Replies 1,969 Views

Is there any good reason why not to re-implement a second build queue for Units separate from the building queue? I don't really understand why it was combined in FE from E:WoM.

6 Replies 2,387 Views

Agreed on all counts. I had a bear of a time getting FE to reinstall because I thought something was wrong, darned missing trees. These all need to be looked at before the masses of people start downloading / installing and having headaches. Since Stardock is all about word of mouth advertising this would act as negative advertising which just hurts the game overall.

4 Replies 10,610 Views

Lower scaling values so that over balance can be achieved by small incremental changes versus rapidly scaling values of combined scalar values. If this is impossible with code I my just change all % bonuses t a strait + bonus say a 25% bonus to +1 or +2. This prevents uncontrollably high values throwing off all semblance of balance to units and Sovs in early and late game if someone stacks certain values (dodge). This also makes it easier to implement overall change

14 Replies 9,126 Views

OK I finally have the game reinstalled through some luck and good suggestions here on this board. Here is what I have found to be the case inside the XML data, I will post a staff. Staff A thick wooden staff, useful to wanderers of the wastes, and handy as a weapon in a pinch. Weapon De

14 Replies 9,126 Views

Holy Cats I got it to reinstall finally. I am up extremely late anyways studying for a quiz tomorrow and decided that since I was so tired I can't see strait to take a stab at this again. I did a system restore to the point right before IOBit did a force uninstall. I then attempted to run the game to which nothing worked. I looked at the files and found my data folder empty and figured I was sunk. As a last ditch effort I decided what the heck try

14 Replies 3,522 Views

Keep in mind I can't look at the XML's data at the moment, I uninstalled to try to fix the disappearing trees and now it won't install. When looking at a weapons XML data table it only has an attack value which when compared to defense does a certain amount of damage based upon the difference. So a difference of one scales dependent on the size of the overall attack value. Since I can't look directly at any of this I may be talking completely

14 Replies 9,126 Views

Summon Reinforcements could even be differentiated by Empire / Kingdom. Empire - Summon a bunch of slaves from the stocks (Given the chance to fight or die for their crimes or some such) Kingdom - Summon Young and Old (Last ditch effort to defend a city the young and old are sent to augment the militia) Both could take a population hit to the city for using.

4 Replies 5,293 Views
Reply to City Defense in FE Beta

Sounds like a really good idea to add to the game. If not something that will likely be modded in very quickly.

67 Replies 43,402 Views

I did that as well as well as manually searching the registry files using Regedit for all entries relating to "Elemental", "Fallen", and "Stardock" and then deleting them. No luck, the installer still thinks I have a copy installed on my computer.

14 Replies 3,522 Views
Reply to City Defense in FE Beta

Is it possible to create / addto a tech so that a new building can be built onto an existing city like an Armory. First level armory would upgrade City Defenders to Leather and so on?

67 Replies 43,402 Views

Think about it like this: This decouples a Units Attack Power From how much damage it does to a degree. It would make Attack power more of a way to determine how effective something is at doing damage. Lets go back to those Troops I mentioned before, 3 Soldiers using Short Swords (Make the Damage Rating of a Short Sword 6). The training they receive when they are built would determine their starting attack rating. If they attack Mites with a 0 De

14 Replies 9,126 Views

I will have to test this as I think I have an idea for a very large change to mechanics mod if this works this way now. Basically I would mod it that You have To hit something (Dodge vs Accuracy) then determine how much damage you do ((Attack - Defense) * .1) * Each Weapons Damage Rating. This way each weapon has a specific amount of damage it can do that is capped except for the addition from traits adding +1 damage here and there. Basically gives a third level of mechanics

14 Replies 9,126 Views

This seems a wasted mechanic as one of the upgrades is listed as a harbor. Why not make it so that a city built next to a beach can have a pier built on it? Does not really hurt anything and adds more versatility to a specific building which has been limited by having to locate right next to a river currently.

2 Replies 2,883 Views

Can you use beaches to build Piers upon (Ala E:WoM) or are beaches useless as the only thing that can use water at the moment are flying creatures?

2 Replies 2,883 Views

My understanding is that if a group of Units attacks (Party of 3) and each unit has 5 Attack it gets one attack at 15 Attack power. I have abused this by having a champion with the 100% damage ability hit each of 3 groups of three one time each then their attack is below his defense, after this its an easy fight when before it was deadly. So why not have Three attacks at five power instead of 15 then 10 then 5 with a loss of 5 attack power to a single attack for each uni

14 Replies 9,126 Views