Heavenfall

Heavenfall

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

The AI is just poor at designing units. But the problem I fixed was that the AI was set to never research it anyway. Now they do, and thus they can sometimes train mounted units.

247 Replies 314,137 Views

Uploaded 8.9 There's a lot of small changes that I didn't bother writing down, but the major changes are - You now need to install the After the mod first, and this mod is using that for default values - Removed Unique Units submod, they were impossible to balance (will be back as national summons in FE) - Removed Glorious Dawn and Great Health Regen submods, they just weren't doing anything important - Crystlshake finally had his last tile designs f

457 Replies 638,355 Views

Uploaded 1.7 Fixed: Lord hammer still had -1 combatspeed, this was removed Remove Kingdom reference to archery range Did lots of tweaking to make sure ExpandedFactions mod could integrate better Embassy (kingdom) is now a once-per-city building and requires 15 used citizens instead of 0, and takes 8 turns to build instead of 3 Reduced Mining Guild (kingdom) to 3 gildar per turn upkeep from 6 Fixed an issue where Kingdoms would never ever train mount

247 Replies 314,137 Views

The driving parts can drag on a bit, especially for those of us who don't care for that type of gameplay.

9 Replies 41,131 Views

I'm fairly confident that this mod has reached its potential. There are things I would like to do, that are not possible due to the game limiting me. And there are things that I'd like to do, that are simply not worth the time (primarily 3d models). The next step is to bring my other mods (Artifact, ExpandedFactions, ExpandedMounts) up to the same standard as this patch. The big question I pose to everyone really, is: are those mods better off as their own downloads, or should

247 Replies 314,137 Views

As it turns out the After the War mod was actually making it even easier for the AI to spam pioneers. If you were suffering from the AI covering the entire map in a few turns, download the 1.6 version instead. They can still go wherever they please, but it costs a bit more to produce so they can't just send out armies of them. https://forums.elementalgame.com/412225

31 Replies 25,644 Views

Uploaded 1.6 new spell list http://pastebin.com/raw.php?i=qbawFt8S From 1.5: Arcane arrow tooltip fixed Touch of Entropy can now never be resisted Fixed Fireball damage, it was roughly +200% too strong Removed negative combat speed modifier from Lord hammer, the weapon now only gives +40 attack and nothing else Claymore (kingdom) now gives +3 dodge and -3 accuracy and 40 attack, instead of -

247 Replies 314,137 Views

Five-dimensional monsters? I bet you couldn't fit them ever in a normal journal entry.

11 Replies 14,103 Views

The reason for the very weak bonus to a mining HQ is that it stacks additively with other bonuses. In any kingdom city, you can gain +25% +25% (=50%). The mining HQ allows you to get another 25%, which makes it very valuable. You would obviously build the cheaper versions first, but the mining HQ is that high-end choice. Empires only have one building that gives +50%. I think what I will do is just have the lord hammer be 40 blank, but I'll boost the power of the sword equivalent

247 Replies 314,137 Views

You need to put the wargs in when you do the unit design. Go to the tab called equipment and you should see horsies somewhere down there.

8 Replies 5,862 Views

1) They re-did the whole spell list, but no such mechanics of those you speak were introduced. 2) It was scrapped a long time ago. And there won't be any for FE either. 3) I asked for Elemental to be open-sourced, but they said it would be too embarrassing to release the code as it is. Metal needs to be tweaked down again. Currently its just too much, it's never a limiting factor. I think I will put metal at 1.5 from ore mines and 2 from ventri m

247 Replies 314,137 Views

[quote who="gobstein" reply="93" id="3005833"] or having squads but only have one unit in it (in the animation) attack or defend, that is mostly flavor, but it is an immersion breaker. same goes with the way some weapons become completely combat ineffective from one level to the next [/quote] Fortunately both these things seem to be gone in FE. Boogiebac said that units fighting each other would be more skirmish-like and more men would participate, or something l

247 Replies 314,137 Views

Here's a few things I would like to see the AI being capable of doing in FE 1) The AI should form alliances based on logical (we need to combine armies because Umbar is too big!) and illogical (I happen to love earth shards, and you have one, so I have to take it from you!) scenarios. These alliances should be built so that the AI is both capable of supporting its allies, and at the same time being ready for backstabs and being capable of abruptly ending alliances with "allies" th

2 Replies 2,645 Views

Yeah, the higher level spells really aren't balanced for that sort of requirements. What I might do is give the elemental spellbooks for free, but increase the arcane research necessary to go up a spell level. Also, fireball is bugged in this version. Don't use it.

247 Replies 314,137 Views

I'm still playing with the idea that controlling a shard would give you free access to that book. I feel spells are TOO HARD to get, because you first have to spend a lot of expensive tech time, and THEN you have to have arcane research to research the individual spells.

247 Replies 314,137 Views

Lesser/greater are gone, there's only normal shrines now. I wanted them to be the driving force behind your magic power, but the stat isn't handled correctly when you have a building that changes itself constantly. Sure, you can put items with movement points back in. Either through modding the core files, or just doing a normal mod.

247 Replies 314,137 Views

The AI in this game is actually quite strong! Its main weakness is that it doesn't push its advantage enough. For example, it can have 20 units when you have 3, and still not attack you. It tends to spread its forces between each city, so what you have to do is move quickly so the AI can't counter-act your movements. A quick strike is fatal to the AI in this game. Therefore, as odd as it may sound, one of the strongest tactics is using a caravan to build a road between your ci

31 Replies 25,644 Views

Uploaded 1.5, from 1.4 the following is new Reduced frequency of some of the new world resources Added text to armor: "This armor will only fit Fallen males" and "This armor will only fit those smaller than Fallen males". This should avoid confusion why some armors can't be worn effectively when traded by champions. Added new armor that combines helmet and chestpiece, denoted by a large "*" icon. These are primarily to force the AI into wearing helmet - but may also be u

247 Replies 314,137 Views

I disagree, general tags like that never reach the depth necessary. And the game won't consist of 10 spells doing the same thing slightly differently. It'll be one AOE fire spell, one AOE ice spell and so on. Each type would need a different tag anyway, such as CounterAoeFire and CounterAoeIce. You might as well link straight to suggested spells instead. You wouldn't have to update "2 mb" of xml data. You'd update one or two lines.

119 Replies 326,290 Views