Heavenfall

Heavenfall

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

We can't alter tactical maps yet because they've locked the workshop. But they were moddable in E:wom and I would bet my left ball that they will be in FE as well. I'm making the assumption that we can make them larger because a lot of space in tactical maps currently are just background environment. We should be able to build on those tiles.

7 Replies 7,486 Views

I've tried to look for a way to increase how many units can participate in tactical combat, but I think it could be hardcoded to 9 unfortunately. 1. Yes, we can do that. 2. Yes, we can do that. (if by stack you mean how many members are in a unit, ie 3-5-7-9, those numbers can be increased) 3. Yes, we can do that. But it won't be using the caravan tags, it will be done using the unitlimit stuff for recruits from monster world resources. 4. Maybe. We can

7 Replies 7,486 Views

[quote who="2of3" reply="3" id="3081351"]The PC is a dying market. Mobile (hand held) computing is the future.[/quote] More pcs were sold in 2011 than in any previous year. Hard evidence suggests that the PC is not a dying market, it is merely not the quickest growing one any more. I envision a future where many formats exist, and the PC will be one of them, but it will not be the largest.

35 Replies 136,147 Views

Summon Hero is too powerful with immortal champions, imho (unless it has some ridiculous requirement that isn't mana). Alter shard I support, but it must cost a lot of mana, and the AI would have to understand it perfectly.

30 Replies 37,021 Views

You can't give traits, but you can give spell unlocks, and you can give them hidden unitstats. Why is hidden unitstats important? Because you can allow someone to gain traits noone else can at level-up. So, for example, you could in your spell put "UnitStat_IsVampie" +1, then prereq that unitstat in the trait so it will only be available to those who have that unitstat at level-up. It's not perfect, but it will allow your champions to embark on a series of traits noone else has access

19 Replies 20,296 Views

Similarly, I snake cities towards river and forest tiles. Also, any world resource nearby - if it is encompassed by your city walls, enemies can't sack it without attacking your city.

18 Replies 6,397 Views

[quote who="Kamamura_CZ" reply="21" id="3082110"] Indeed, the game severely needs pirates - and zombies, robots and ninjae. These are the scientifically proven components of every successful game.[/quote] The lack of dinosaurs in your comment is appalling. Absolutely appalling.

29 Replies 9,548 Views

I wish I could help out with more head models for what looks to be a great mod. Unfortunately, the head model includes the eyes, and I have so far failed to load the internal .dll stardock sent us which enables making such things.

19 Replies 20,296 Views

[quote who="seanw3" reply="1" id="3081630"]I would speculate that there are so many fixes and advancements being made, it would be a delay to make another public beta. Since they already know what needs to be worked on, we are not needed. [/quote] This is definitely the reason, imho.

29 Replies 9,548 Views

There are really two sets of randomness going on. First, you have the random pool inside every goodiehut, for example it can choose between 5 items or a super-random item. The super-random item chooses from the larger pool that has practically all items and armorpieces. But when you're looting low-level goodiehuts, you're much more likely to not get a super-random item. The compass is a perfect example of an item that is very frequent outside the super-random pool.

3 Replies 2,602 Views

It's lore in a graphical format. Just as important as gameplay for a fantasy game.

2 Replies 1,321 Views

I see two main reasons not to do this for a beta to the detail you enquire about. First, I just plain rather have them working on the game than writing long lists. Second, when people read the changes they will try to predict how it will impact the game without actually playing the game. That is, in my book, particularly useless "feedback". (edit: The point is, if you see one change you can predict how it will change the game. If you see two things change, you&#

20 Replies 5,553 Views

Screw the wolves. Think of it like you would expect a player to. That's the only way you'll ever approximate a challenging AI. PS. The battlefields are way too small to worry about "leaving yourself open to attack". Deliver the most imaginable punch you can, as fast as you can. You'll never outmanoeuver a player. PS2. To determine a target, you need to evaluate three variables: 1) is the unit dangerous to me? 2) is the unit valuable to the enemy? 3) how weak

59 Replies 54,878 Views

[quote who="Uvah" reply="26" id="3081133"]A what if ...... What if Anonymous is really a collection of hand-picked personages given the job of planting misinformation on the web to distract the ordinary person from realizing their true nature. what if Anonymous is a clandestine 'agency' whose sole purpose is to lead the common folk away from the harsh reality of political machinations by staging these attacks, with the sanction of certain PTB&

85 Replies 203,773 Views

[quote who="DrJBHL" reply="8" id="3080568"] Quoting Heavenfall, reply 3Oh look, it's another anonymous threat against what we perceive to be relatively good guys. You're saying... ?[/quote] I'm saying it smells. Now we have this... faction... that by its very definition anyone can belong to who so chooses. There are no leaders, and no unifying goals (except, perhaps, against corporate fascism). It is a too vapid argument for me to go to the voting booth fo

85 Replies 203,773 Views

I don't know why everyone wants automated roads if its just going to take away any choice in the game. Is it just a graphical feature? A tech unlock with slight upgrades? Or are we retaining the ability to choose road placement, just getting rid of the caravans? Like, maybe you get to place one road every 100 population or something.

28 Replies 29,280 Views