Heavenfall

Heavenfall

Joined Member # 3239800
337 Posts 8,866 Replies 34,020 Reputation

I realize FE is still in development, but at this point you guys probably have the major features set in stone. Here are some things I feel is missing from FE, and thus really should go into the sequel. Or you could read it as a list of things missing to take the game from "good" to "great" at release. 1) Sieges. The cooler this is the better the game will be. Mid- and late-game are all about capturing cities (at least it is right now beta3) so it needs a properly epic format for i

65 Replies 176,510 Views

Give an example of what you are trying to do. Edit: Check out throwing knives for an example of an item that unlocks an ability.

4 Replies 3,916 Views

Starship part: 10/10. Upgradeable ships, great pvp, lots and lots of customization Ground missions: 4/10. Awkward animations, personal shields (wtf?), bad responsivenesssss A damn shame that the Klingon Defense Force was so underdeveloped.

4 Replies 27,372 Views

[quote] If it is not possible can you get a resources from kills or victories another way?[/quote] It is generally not possible. There is a specific case, which is when a spell kills a target from its own effects. In that case, the spell can give stuff. So, it is not possible to have a vampire create blood resources every time it attacks kills someone. But it is possible to have a special "vampire bite" ability that creates resources

32 Replies 24,293 Views

Those three are hardcoded. So is the effect that gives you population per defeated humanoid enemy. [quote]I don't understand how modding UnitStats works since they don't appear to contain active code of any type.[/quote] I use them as containers for unit values. You are right, a unitstat on its own (mostly) does nothing. But you can do stuff with it. For example, you can make traits only appear for champions with certain stats. Or spells. Or you can use the unitstats i

32 Replies 24,293 Views

It will, because XP is split amongst champions. Even if all your champs were trainer3 you'd still get much less than if you split them.

11 Replies 6,269 Views

I think they aim for very different feelings. When I play Warlock it's like I'm playing magic: the gathering on a chessboard. When I play FE, there's a sense of "realism" (within the fantasy lore) - the setting doesn't feel like it was built for a game but a story (this is a good thing). The AI in warlock is a joke, but I still enjoy it, and I think I even enjoy it more than FE beta 3. Shame they have nothing for us modders, or I'd go crazy.

7 Replies 10,542 Views

No, I easily get over level 10. I suggest that you fight more with your champions and sovereign. They should be fighting monsters all the time.

11 Replies 6,269 Views

1) If outposts are going to flip, please give us something like militia to defend them against scouts, pioneers and those level 1 crappy demons summoned for Resoln. Otherwise it is going to be micro hell. Suitably, that militia would upgrade as you research warfare/magic tech like city militia do. 2) You want us to have multiple cities, fine. But we don't like cityspam. How are you going to keep the amount of cities "several" but not "as many as I can fit into the map"? &n

208 Replies 713,850 Views

I am curious, those of you that played the mod - do you prefer the races as I set them up? Or would you prefer the races to be modelled after the vanilla races? The difference would be that they'd basically be graphical replacements of the vanilla factions (also you'd be able to make custom factions from them).

1,118 Replies 2,457,255 Views

I think this is the sort of thing that could be "made to work". That is to say, it can be OP within the current system but if handled right it wouldn't be. I mean, we aren't just talking about being able to change weapons; it'd cost an action as well. And having multiple weapons equipped would also increase your threat rating proportionately, so you might get more than you bargained for when the AI attacks you thinking you are much stronger than you are. Or the AI might use it as

2 Replies 2,170 Views

http://www.draginol.com/images2010/d7dc6ed5acdc_10357/image.png

33 Replies 62,002 Views

Honestly even saying it's a road is a wild guess. It could also be the angel units missing a . I can't really help, sorry. Hopefully the problem will resolve itself in beta4. I mean, how do you find an error like that when you have 1000 files in a mod? Any value in any file could be wrong, or even missing. Or it isn't even a problem with the mod, but you won't see it in vanilla either because X is not fulfilled in vanilla. With no insight int

1,118 Replies 2,457,255 Views

LOL, sorry about the name. Looks like something is breaking when attempting to save roads. Honestly, it is very difficult to pinpoint the problem of things like this so unfortunately all I can say is I hope it goes away in beta 4. What I mean is, I don't think it's the mod causing it - at least not directly.

1,118 Replies 2,457,255 Views

I don't crash when loading any save after that, StevenAus (StevenAnus) . You have 4gb 64-bit system right? Try this one https://dl.dropbox.com/u/32649007/test.EleSav otherwise can you post the last lines from debug.err when you crash? It's in the folder above /mods/

1,118 Replies 2,457,255 Views
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Dwarf Fortress Team Fortress 2 Diablo 2 Starcraft World of Warcraft Aww, what a coloured line-up! TBS, FPS, ARPG, RTS, MMO(rpg) Vintage games: Stars! Civilization Dungeon Keeper Commander Keen Rayman

75 Replies 220,418 Views

All that is possible except the plague spell. I would also recommend the plaguestalker just being unlocked from a tech instead of requiring a building so the Ai can build it properly. I don't see the point of 3x damage for throwing knives in current version, would be interesting if it scaled with caster troopcount.

13 Replies 4,076 Views