Heavenfall

Heavenfall

Joined Member # 3239800
337 Posts 8,867 Replies 34,020 Reputation
Reply to Eador in PC Gaming

I really don't like the UI, very little is explained when I hover over stuff (look for tooltips with "?" in bottom right, they get larger if you keep the mouse on them). Sometimes the UI just gives me wrong info; says I'll kill an enemy guaranteed in an attack and then it fails. And that monstrosity that is city building, both normal and "advanced" - rarely do I say this but the UI for that should just be thrown out. Such a shame with a beautiful city 3d overview. I loathe hav

60 Replies 165,479 Views

[quote who="Timmaigh" reply="32" id="3347489"] So if i understand this correctly, StarDock actually tried to buy the rights for Homeworld lately, but unfortunately came second. From Draginol twitter> We didn't get the Homeworld IP. We were the second highest bidder. @pcgamer @fiddleclub @agenttinsley @logandecker I had a sneaky feeling they might give it a try, given Frogboys avoidant answer on previous page Anyway, even though

56 Replies 162,351 Views

Derek Paxton has commented on this in an earlier thread back in FE. He was very clear that cities should be considered resource PRODUCERS. The trade-off for creating something is measured the production necessary to build it. In LH you also have indirect tradeoffs from focusing a town on something like growing.

29 Replies 73,415 Views

Looks compatible with SW to me, are you having any issues? Seems like a weird solution though, the AI autoresolves all its battles. The AI will stack up on wounded Henchmen that will die as soon as they are confronted by the player, severely gimping their armies in relevant battles. What you could do is make a strategic spell that kills the user, that the AI will cast when it has X injury.

30 Replies 102,423 Views

Even if you give him all that, he is still much worse at defending from defense compared to other heroes. So I really don't see your point. If I wanted a strong melee character I would never pick a monster champion because they are literally unable to fill up 5 of the most important defensive equipment slots. And they also can't equip mounts, adding insult to injury.

28 Replies 91,147 Views

[quote who="OliverFA_306" reply="13" id="3346763"] That's a very good suggestion! I think that it's better that the item provides a flat production instead of a percentage. Percentages can get uncontrolled too easily and you never really know how many percentage modifiers are out there. Also, I prefer this to be a new item instead of an existing one.[/quote] Exactly. A golden belt could provide +1 Gildar while champion is stationed in a city. An enchanted backpack could

16 Replies 26,556 Views

My rationale for the low % was three-fold: 1) It's an early game item, low-tier 2) It takes up the cloak slot, which has very few good choices until the mid-game 3) I had to make it so that it wasn't exploitable, say by healing yourself over and over. There aren't XML tags to do it in strategic mode, unfortunately. But I'm not sure I would have put it in strategic mode even if there were. Having an item slot that is usually taken up by combat-bo

16 Replies 26,556 Views

[quote who="Heavenfall" reply="1" id="3242289"] Request #1. Gamemodifiers for DefendableDamage that stack with group size. Problem: Units with multiple members have no good way to use modded abilities because the ability does not naturally scale with the members in the group. For example, if I have a special ability that says it "deals 5 fire attack and enemy has a 5% chance to lose next turn", this ability will yield exactly the same results if performed by a 1-man unit or a

60 Replies 191,820 Views

[quote who="seanw3" reply="5" id="3242389"] Request #5 Quest Triggers Give us several more ways to trigger an event. Right now only population, turns and goodiehuts can start a quest. Since quests are also being used to do random events, it makes sense to have them trigger from more factors. For the sake of consideration, these are the specific triggers I think are necessary: Building completed, technology researched, faction killed, quest completed, spell used, city captured

60 Replies 191,820 Views

[quote who="jshores" reply="4" id="3242322"] Request #4 Item prerequisites beyond level restrictions Problem: Currently, we can only restrict items based on the level of sovereigns and champions. It would be nice to be able to restrict the use of items based on other things such as unit stats (hidden or otherwise) and traits. This would allow modders to create items that require specific paths, specific traits and/or specific unit stats. Does the UI need change to

60 Replies 191,820 Views

I seem to remember reading that you were able to use a local resource. If so, you can make the resource local but affect it through playerabilitybonus modifiers. So instead of having City 1 produce +1 global resource and city 2 produce +1 global resource, City 1 produce 1 local resource and multiplies local resources in all cities by +100%, city 2 produce 1 local resource and multiplies local resources in all cities by +100%. Then you have in city 1 a REAL production o

12 Replies 56,220 Views

[quote who="Lord Xia" reply="10" id="3345599"] I'm not really worried about static monsters because as the game progresses monsters should be of little factor. A civilization returns, monster should change from the major threat to moderate threat to no threat with the other nations being the major threats.[/quote] Exactly, low defense monsters are supposed to be irrelevant later in the game. Champions on the other hand need to scale with the progression of the empire t

28 Replies 91,147 Views