I really don't see the problem with nerfing champions. I want to nerf them from being able to kill 5 enemy units on their own, to being able to kill 1-2 units on their own.
Heavenfall
Most suggestions don't take in the scope of what they propose. Anyway, the game is more or less "feature-complete" at this point. Bug-fixing, polishing, a bit of content, and balancing remains. Everyone should remember that.
taltamir I think the first post is confusing. It sounds like you agree with us, but when I read the first post it seems like you want to tune the game to more strongly focus on the RPG aspects of it.
That said, I agree with those that say there needs to be better interaction between heroes and empire-building. This is why, to me, having path of the governor be so bad stings so much. We should be building LEADERS, not WARRIORS.
They made a TBS with RPG features. That the RPG parts of the game are "stronger" right now is a balance issue. I'm certain we will see heroes nerfed in beta 5 because of this. My opinion is that heroes should be able to take on a trained unit from the same tech advancement in the game. That is to say, in the beginning of the game they should be equal to a 3-man militia. At the end of the game they should be equal to a 9-man mounted heavy plate magic-damage unit. Currently,
It sounds like a "print screen" option to me as well.
They do, and it is set to disappear when the slag dies. Even though there is supposed to be an item inside the lair. So this is a bug in some direction (either there should be no item, or the lair should not vanish).
I really like this one but the middle symbol is a bit hard to see in-game because it is so small. Is there any chance you could use the same sun model but expand the middle symbol out t
[quote who="seanw3" reply="15" id="3228184"] I finally am getting around to changing world lighting changes and such. Can we get a complete list of which numbers correspond to what? Some of the numbers are easy to guess based on the example. For that matter, can we even use this until beta 5?[/quote] I checked the .exe and the modifier doesn't exist yet. It is not implemented.
Not sure.
Context?
Trigger Origin - in E:wom it was used to place a center of orientation for stuff. You could either assign the quest location or the capital city as central place. I believe the tag is no longer in use in FE, although reasonably if you plan on placing goodiehut objectives you best stick to eventlocation.
isStartingPoint is for certain goodiehuts that receive special consideration when it comes to placement. They can be placed particularly close to your spawn location. It ensures you have a certain amount of "easy" monster lairs to fight right away within a walkable distance.
http://i.imgur.com/pF0tQ.jpg
Spell sacrifice says it should take half population and turn them into mana. [quote] Target city sacrifices half its citizens to produce 1 mana per sacrifice. [/quote] In actuality, it kills all the population and returns 0.5 mana per killed. The problem is this modifier [quote] City&l
I have tried to make the bonuses easy for AI to use. Some special things they will not understand how to exploit. But most are also "passive", just fun to play against.
Nooo... Frogboy edited the original post? [quote]Due date is currently September 20.[/quote] [e digicons]
Imho, what GFireflyE is saying is that if there are mods at release, that means the game is flawed. This is obviously extremely faulty logic, and I seriously doubt any reviewer sees it like that. I have certainly never seen a reviewer say anything to that effect.
Yes, it is all in XML files.
Murteas, do you feel up to helping out with another logo? It is for the Lizardmen which will be the 13th faction in Stormworld_ExpandedFactions. Keywords: Pyramids, Symbols like Mayans, Sun worship, Swamps, Blood Magic, Circular time Something like this http://www.dreamstime.com/royalty-free-stock-image-mayan-incan-symbol-sun-star-image18353846 would be perfect to
The problem with modifying pioneers is making the AI adapt to it. There are no guidelines really, so it comes down to testing it yourself and then - if it doesn't work - test something else until you find a solution that does work.
Sounds very interesting! How are you going to treat captured cities?
Looks like I was an idiot. Great that you got it working!
Issue 1: Coreworldresources.xml Build a Pasture here to provide an additional grain and an additional Hit Point for units trained in this city. The above description differs from what the improvement gives: +2 Grain. Issue 2: CoreImprovements.xml Pastures can be built on Wild Game and provide an addition
The AI should get the same start location the player does. I don't care if you Cheat your way to that, Frogboy. It matters so much, and why should a massively random variable decide the entire difficulty of the game when we have settings to do that?