This is an intended feature.
Heavenfall
I'll be putting back the Unique Units from ExpandedFactions as national summons in FE. The initial goal would be 2 summons per faction for the 10 original factions, and they'd share summons with one expanded faction as well.
I don't like intelligence as a way to boost power. The AI doesn't know how to use it, so it just ends up as a cheat. Also, it's a sort of one-trick pony. Intelligence already dictates how often you get resisted, what spells you can use, and your own magic resistance. There's no need to base spell power on it. What I COULD do is allow the player to level up spell power as a separate stat. It would make magic stronger, but the AI wouldn't know how to use it. Dungeons
1.2gb before it crashes? Just like today. [e digicons]O:)[/e]
Yes, but it is not worth the effort as the solution is extremely complex.
If I could have 100s of factions like those in the ExpandedFactions mod, I'd play with them all.
Oh no, I didn't say I was going to do it. Just what the game needed in general.
Personally I think quests as a concept are doomed to fail, particularly in sandbox. They give almost no replayability because they're the same every time. The game needs to provide custom-generated quests of high quality (a challenge if I ever heard one). Otherwise I fear - no matter how good the quests are - that we will end up like in E:wom. Of course I can't speak for anyone else, but when I play E:wom I just straight up ignore the quests (except my own dungeons from the artifact m
Just tried playing with 18 factions, and the game just keeps crashing every 10 turns in the "mid-game". Hopefully it will work better in FE.
Did you explore the single player campaign anything in the XML? There was a much deeper quest system embedded there - the drawback was that it wasn't "dynamic", if you built it for one map it wouldn't work on another.
That's exactly it. It's fine to want to get the beta, but nobody should expect that they're going to re-design whole concepts at this point. Bugfixes and polish.
Wow, that's actually pretty damn amazing. I'll have to try it out.
They're just trying to be friendly. E:wom isn't a bad game, but FE appears to be looking a lot better (also it will give you cancer). From one player to another, if you're getting FE for free, it may be worth just waiting for it.
m) a spell that targets a tile NEARBY x target. For example, I might use it to place mines around enemies, or use it to build forests where my units can hide
h) a line between caster and target tile - to enable spells like a penetrating earth bullet, doing 100% damage to the first target, 50% to the second and so on i) a line to the left and the right of the target tile, so we can raise walls in front of the enemy, but also do cleave attacks from melee k) a cone area, that expands the further away from the caster. Ie, breath of fire.
By the way, if you download the latest artifact version 5.4, armor pieces can now boost your base level magic power (before magic bonuses are applied). That should boost the magic in the game some for the player. Edit: I mentioned earlier in the thread that the whole monster aspect of the game is in need of loving. It is practically not there. But it's just too much for me to do, and I don't have that in me. Also, to be honest, I'm saving my strength for Fallen Enc
[quote who="Gorde" reply="115" id="3007215"] --Captured capitals should not give the ability to summon that (dead) leader's special units. It makes no sense from either a gameplay or roleplaying standpoint. If the game allows, the player should be restricted to his own faction's special units, regardless of which city is captured. [/quote] I'm cutting unique units from the EF mod. They're impossible to balance against the changes in
Apple - making the masses feel like an elite subculture [e digicons]:hugme:[/e]
Yeah, screw repeating the same building over and over. It's not fun, it doesn't look pretty. Give us a valid choice instead. One city might have a harbor, but another city could have a deep water harbor, a fish market, a place to build ships in, a temple to summon water demons, and whatever else.
There's different kinds of beta, some do it just for advertising, some for balance, some do it for bugsquashing or stress tests, and very rarely some do it for "deep" feedback. To be honest, a public beta that is meant for deep feedback is pointless. It is much more important that the design is good from the start, than having a lot of random people try to tack on some mechanic they feel fit the game. E:wom had some "deep" feedback, some things were openly discussed and added and
I'm thinking about adding a set of forge-spells to this mod. The basic concept would be that you can "forge" items by casting spells (that create goodiehuts that you in turn can loot). There'd be a cooldown, and quite a big cost. But, you'd also need something called Forge Mastery to cast these spells. And this Forge Mastery can only be obtained from going into the dungeons (maybe a sovereign could start with Forge Mastery I, such as the Living Stone). Clearing a level 3 dungeon w
I disagree with that analysis, kona0197. There is a barrier to using technology, which is how easy it is to use. Apple is the market leader in making stuff that "just works" with each other. Windows 7 was also a huge step forward for MS. This is an evolution that is taking place that is only for the better. For the consumer, the path of least resistance is picking products that just work. It is not only a question of development and how much it costs to produce, there is also the demand from
Uploaded 8.10, with all the updates to armor applied to lost souls as well
I'd much rather have spells that scale than hundreds of spells. Don't need 5 different versions of a unit with a slightly different color. Just give us one spell and make it scale in strength with how many shards you have or something. That said, the spell list Derek presented really is lacking in the summons area. It is vital for a strategic spellcaster.
Uploaded 5.4 - Added new armorpieces that can boost magic power of units - fixed mounts so their bonuses are flat additive instead of multiplier bonuses (instead of "this mount boosts your army attack by 2%" you now get "Army-wide bonus to Dodge by 3." (the mod now requires after the war installed)