Pariden is very difficult, in my opinion, as a first-time. Resoln has much stronger early-game power, and gains faction-unique spells as well.
Heavenfall
I've seen this suggested before, but I cannot find the topic now. I, for one, HATE knowing what factions are in the world before I start the game. I would like the option of adding a "Random" enemy, instead of a specific faction+sovereign.
This really should be in the base game. I am very interested in this function. Two requests from the screenshot: random difficulty within certain bounds. Ie - hard to challenging. Also, a text file to read in custom factions. Edit: Made this topic: https://forums.elementalgame.com/416169 because it really should be a core feature. But if it ends up not in the game, thank you in advance Murteas.
The first faction I've been working on is the Living Stone faction. The Living Stone faction was created in the cataclysm from an exploding fire shard underground. The living stone has the following bonuses: Strategic bonus: Shifting Maze - May build a single Shifting Maze improvement per game. Where the heart of the Living Stone beats the strongest, their mastery of the surrounding terrain knows few limits. The ground is constantly changing, and man
[quote] This mod has been merged into the Stormworld mod pack. This topic will not be updated.[/quote] <a href="http://dl.dropbox.com/u/32649
Imo the spells currently in game are quite strong, some more than others of course. I would still like to see much, much more summons available.
It would be far easier to implement a tag in the modifier that says "one per civilization". But, regardless of how it can be solved, it can't be solved currently.
Afaik there's no way to do this currently. What you can do is make a hidden tech, that gives you X. Since techs can only be unlocked once, you will only get the bonus once. But, you can't lose the tech. Even if you lose both thrones, or demolish them, you'd still have the bonus. There is one more alternative, to make an improvement globally unique. But, this would not work for buildings unlocked through city level-ups. The option to select access to that building would sti
I read a fair bit of comments about FE on other forums, and as far as I can tell about one in four consider "all faith lost" in SD, and will not ever purchase or play again (at least, that's what they say... internet attracts big claims). But the positive side is that for the first time I'm seeing comments like in that thread, where some claim that it is already a fantastic game, much, much better than E:wom (often attributed to Derek Paxton).
Imho, a spell that heals target by % of hitpoints is a bad idea. The spell should scale by CASTER and FACTION strength, not target unit strength. I would also like to throw in a hat in the bag, a suggestion for a new heal spell. This one would be much more powerful, BUT it would prevent the unit from being healed again by any heal spell for X turns.
The thing is the impulse we know from Frogboy was actually a mad cashcow. They may not be thinking long-term at all, just trying to increase profit. 10% more is always 10% more, even if it's 10% more INSANE. But to us, the picky customers, it doesn't make much sense because long-term it looks like it would sink the client. Hell, maybe they're just trying to grow. Give up the moral viewpoints, go for the increase in user base. Did you guys read that steam's prof
Impulse have had Steamworks games for a long time. What happened when you bought one of those games from impulse was that you would download the installation files through impulse, but then you had to verify and add it through steam anyway. I can only assume that Valve games will have that same procedure. It really highlights the redundancy of buying such games from Impulse.
In addition to those spells that are from the schools, a character that is imbued may also cast any spell that does not belong to any school. Again, these are mostly researched, but some are found. I will post a full list, based on the XML in 0.75 beta. I will put it in spoiler tags to not spoil any surprise for anyone that does not wish to see it edit: spoiler tag didn't work. I posted them off-site. Beware of spoilers. These spells may only be for campaign, I don't k
Imho champions on the world map should be immune to attack from monsters and other faction. Particularly the high level champions have no way to survive until a time where you can do the research to acquire them. Another option would be to provide those high-level heroes with a group of troops following him, and increase the cost of recruitment. This should give him better endurance in the game.
Currently, a champion with no spell traits can gain spells: There is a spell that can be cast on champions to unlock a spell for that champion. They are named differently, but there are these spell-spells for Heal, Fireball, Drain Life, Shockwave. Unlocking these spell-spells (I don't have a better phrase, fuck you) comes from techs. Check out the in-game hiergammemon on Annointed By Fire for example
This won't be a problem later on. It requires some minor modding however, so I wouldn't do it in beta.
Those tags are still there, and they've been improved. A problem with increasing scale in E:wom was that certain models that were "skinned" to skeletons got distorted. This has been fixed. In addition, we have been given two different sets of scales - one for strategic map and one for tactical map. Furthermore, there is also a tactical-map only unitstat that also modifies size, so we can use that to affect unitsize dynamically in tactical combat (ex - a pet that starts out tiny but grows
This is needed.
I don't think it's rare, its from one in the second row in the magic tree. But it's not right that governor should require this building to work.
He is known as "Fluffy, the destroyer of worlds. the prince of nightmares, the end of all things, the abandoned hope, would you like some fries with that?"
Such locations are chosen when the time comes, tiles do not have "hidden" things like that.
I TRY to like this path, I really do. But the champion needs level-ups like any other champion to gain traits. The problem is the governor gains XP in combat, but benefits the faction the most when he isn't roaming around the landscape. Please consider adding a low chance for governors to gain xp while stationed in cities. Maybe it stacks with adventurer's guild, maybe it doesn't.
[quote who="mqpiffle" reply="26" id="3063796"] + Increased the XP needed between levels Derek, Please think about changing the xp gained after battles from the current system of every unit involved on the winning side gains the full xp value of the defeated party to every unit involved on the winning side gets a share of the full xp value of the defeated party. As it is now, the system promotes a "kitchen sink" part
[quote who="seanw3" reply="20" id="3063595"]I seem to think that we can use particle animations on the models to make them appear to be on fire or shrouded in shadow. [/quote] I don't think we can, unfortunately. As far as I can tell, there are three types of new effects used in FE. The first is in spells, which is just generic stuff that looks the same to everyone - curse. The second is attached to unit lcf, like weapons are - ex the Pyre of Man. The third is what we see on weapo
One thing we could do is make a sort of spirit summoner. Since I figured out how to turn 3d objects in E:wom transparent. So we could more or less use all the current models, just transparent, and call them spirit of *. Maybe add a new skin with some ritualistic bindings or stuff like that.