I could use a logo for gnomes and frost giants, if you're up for it. Frost Giants: Giants, cold damage, bears, great axes, light blue Dwarves: Beards, master craftsmen, fortress builders, maces, runemagic, brown
Heavenfall
6 moves in tactical is op no matter how you look at it. I'm fine with a large amount of moves late-game in strategic mode.
That's how I do it. For example my frost giants are restricted from some fire attack items. In this case, my frost giants have a faction ability named FrostGiant_Frostfire : [quote] RestrictedAbilityBonusOption Fro
Well, I didn't make the crossbow. I just fitted it for the game. But I'll take your compliments anyway.
For those of us who want to build an archer or even a "staff" hero, can you please introduce some sort of trait in the right paths that reduce or remove the initiative cost of equipping the ranged weapons? I think Initiative works fine for troops, because there's a much more basic "dps/survival" formula there. But the large initiative loss from bows and staffs really make it difficult to build efficient ranged heroes because they don't follow the same formulas to reach efficie
Crossbows for the dwarves!
Good for the people that don't know what an OS is, bad for the rest of us.
The strengths and vulnerabilities can be quite important, but no physical attack is useless. Immunity to a certain magical damage is more common.
The volcano is a nuke, yeah, it kills and destroys everything where you cast it. The grip of winter is not really "world destruction" but what it does is target a city, and that city cannot build or train units and all resources linked to it suffer a 50% reduction in income. The shadow portal opens a gate and demons come out trying to kill stuff. If not handled, the area becomes uninhabitable because they are strong.
Okay so the biggest most important change from E:wom to FE is that there is now a top quality designer behind the game - Derek Paxton (also Jon Schafer in support capacity). A designer makes sure that 1) There are choices in the game that are interesting 2) The different parts of the game play well with each other 3) Balance 4) Pacing 5) Lore 6) Fun 7) Appropriately difficult 8) UI 9) Everything else <p
There are some devastating endgame spells like volcano and grip of winter. The shadow portal thing can get nasty on smaller maps as well.
Uploaded 1.2 http://stormworld.wikidot.com/Versions Please let me know of your experiences playing for or against frost giants and Undead. Their mechanics are a lot more difficult to balance than the others.
When I use battleautocastspell in my mods I am getting the same bug
I'd be in favour of being able to kill them if you also lost faction prestige as a result. Say their level / 2.
In the options there is something called a threshold. Select a smaller number with that slider.
That's some terrible ship movement... I don't think this game can compete with SINS by being SINS. So I am more interested in how it is different than how it is the same. [quote]Tactical space combat - featuring a unique mix of turn-based and real-time strategy gameplay[/quote] Wonder how that works.
I use a text editor and copy paste stuff.
I'm all for a spell to teleport items. That gives it a hefty cost to move items, but you can still do it conveniently if you think its wortth it. Mana cost would scale with item power, so cheap items (those you can't use on the sov) are cheap to get rid of. But you can't teleport around that mighty frost axe of +10 slaying.
I didn't give a rat's ass about MP in E:wom, but I have to admit, as FE is getting better and better my interest in MP for it is starting to increase. I really hope SD can make this game work financially though. I'd love to see a threequel.
It's not about being a secure browser, IMHO, it's about everything that old IE versions do wrong when rendering websites. I'm in web development and ideally we would only design one site, but in reality every site needs to account for visitors using old versions which might move a div a pixel or two and break up the entire page. It's a nightmare, and very costly. Old versions of Opera are just as bad, by the way.
Frogboy also sent me this graph in a PM. I think it speaks for itself, and I'm sure you all agree. Disclaimer: Its a hoké.
Very interesting, a third tile thingy.
Tweaking the next faction:
Scumbag developers: see forum post complaining about advertisements online. Put advertisements online in the forum.
Over the summer I'll be adding two more factions, frost giants and dwarves. Dwarves will be capable of building super-defenses in cities, but they'll be poor at attacking stuff (that's a big reason why I changed Living stone in the last version, otherwise they were practically identical to dwarves). Frost giants will be army-killers, a whole faction made up of single giant monsters that can crush right through the strongest armour. They'll be very weak to champions however, es