Heavenfall

Heavenfall

Joined Member # 3239800
337 Posts 8,867 Replies 34,020 Reputation

The tie-in is with armor. There is essentially no armor scaling whatsoever late game. once you hit the last level of armor, your guys will be at 35-40 armor for the rest of the game. So, if I give a unit 55 attack, he will still be useful. However, he will be much stronger earlier in the game when enemies only have 20 armor. This works differently from say training a unit with warstaffs - as soon as enemy has armor above your damage, the unit might as well be disbanded. The strategic

457 Replies 638,009 Views

If anyone has any comments on the balance for the unique units, please speak up. The current unique units are supposed to be equal to a tier 4 (battle hammer/heavy armor) unit with 4 warriors fighting. However, I feel that they are much stronger than this at the moment. I'm thinking about - Dropping their health by about 20% (this will all be taken from constitution, which alone affects how much health they gain when they level up) - Dropping their attack by about

457 Replies 638,009 Views

Create a website asking users for their passwords ??? Profit For god's sake, don't enter your real passwords. That's just common sense.

16 Replies 61,757 Views

No, not currently. What you can do is teach them abilities instead of spells. The only real downside is they're only usable in tactical combat. Another work-around is to require a certain stat for casting spells, that only some champions have - like the spells use intelligence now, you can require new made-up stats instead like (UnitStat_IsFireCaster). Everyone will "learn" all the spells, but only those with the right stat will be able to cast them. Sovereigns are exempt from

8 Replies 6,124 Views

[quote who="Island Dog" reply="10" id="2865574"] Quoting Wintersong, reply 4 quoting post and outfit them with magical equipment they create Sounds very interesting. Very. Bigger Ceresa pic for better wallpaper? I will see if I can get some high-resolution images posted. Maybe I will also convert some to LogonStudio files so you can change the Windows logon to the image. Yeah?[/quote] Please please make the "Elementa

101 Replies 189,977 Views

We're not swarming them with requests, putting them in a single topic sounds unnecessary to me. 100 posts in four months, not all requests, shouldn't be a problem to follow.

127 Replies 53,803 Views

There are signs that they initially intended to put more mounts in, but I think it just got such a low priority they never got around to it. If you take a look at how the Umberdroth and the skath models are made, for example, someone who knew his/her way around the models could have hooked them up as a mount in about a minute. Another example is the horse armor already in the game files, but not hooked up properly.

76 Replies 77,368 Views

Not only is there a lack of a system to ensure a balanced spawn of world resources, but the AI doesn't even use mounts. I've requested both, but for now, this is where we are.

76 Replies 77,368 Views

Uploaded 1.8 with the new spider mounts Changelog and screens in first post. If anyone has any extra colours of certain spiders they feel would add to the feeling, let me know.

76 Replies 77,368 Views

It would be great if the unit designer preview window had a zoom-in/zoom-out option, and possibly also a rotate button. At the moment, it is quite hard to see the full picture of some models, especially when they're wielding twohanded weapons like a battleaxe. For example, this is a guy wielding a battleaxe. http://img198.imageshack.us/img198/1303/elemental1294757839.jpg

4 Replies 3,355 Views

If you want a fix, there's a mod that will achieve that. Download ExpandedFactions 8.2, then locate the file expandedfactions_specialgear.xml. Place this file in its own folder in the mod directory, then delete ExpandedFactions (if you don't want to keep it, that is).

32 Replies 24,226 Views

kronik83 I'd like to complete all the buildings in phase 1 before moving on. oddrheia is special because... well because he's done twice as many tiles as everyone else put together.

334 Replies 617,167 Views

Got a late christmas present in the mail from Akil Dawkins, a new skeleton to play around with! http://img710.imageshack.us/img710/6475/elemental1294720428.jpg edit: http://img42.imageshack.us/img42/2205/elemental1294724632.jpg

76 Replies 77,368 Views

Hmm... you're right. Then my description was poor, and I don't know the reasons. But for some reason, sometimes an AI (empire) will fail to produce a farm on a nearby fertile land, in the start of a game. I think it was because it built an archivist in the start, but then, that wouldn't prevent it from building a workshop. All I know is the problem, not what's causing it. Anyway, if noone else has this problem it could be I'm just imagining things.

7 Replies 2,406 Views

Uploaded 8.2 Fixed issue with Lost Souls and Golem King having life spellbook Fixed issue with Angels using another sovereign than Colopatiron (this would in turn cause other races to have the wrong sovereign) ExpandedFactions_GreatHealthRegen: Added angel capital city Fixed an issue with Angels having a Peasant with 24 healthpoints Fixed an issue where elves would have two light shields after researching Equipment ExpandedFactions will now represent distinct

457 Replies 638,009 Views

Unique Units for the ExpandedFactions mod Unique Units were added in 8.2 of ExpandedFactions as a sub-mod named ExpandedFactions_UniqueUnits. The Unique Units submod adds new units to the factions in the main mod. Unique Units first become available when the capital city of your faction hit level 4. You will then receive a new spellbook with a spell to summon your unique units. You do not need to re

457 Replies 638,009 Views

That's looking great. here's a quote from another topic [quote]- The actual buildings in a tile must use the setting below for height placement - fixed height (see screenshot). This is so that the building parts do not go out of sync due to tiny environment changes. Fences, trees, rocks and such things should NOT have fixed height (unless they are the building).

29 Replies 98,110 Views

Another request. Right now with tactical spells and abilities, for each effect on a unit a text is displayed like "+Stoneskin". However, some abilities have a large amount of modifiers and this will make a large amount of texts display - "+Stoneskin +Stoneskin +Stoneskin +Stoneskin +Stoneskin +Stoneskin". A tag used inside gamemodifiers to not display this text would be welcome, then the modder could make sure that only one text is displayed.

127 Replies 53,803 Views