DsRaider

DsRaider

Joined Member # 3393970
143 Posts 2,032 Replies 25,104 Reputation

[quote who="Supreme Shogun" reply="62" id="3250399"]Granted he is not of the scale and gross malfeasance of a robber baron, but I would call him "robber baron lite".[/quote] Based on? Don't get me wrong I'm not American and I don't like the man, mostly because he changes his position on issues every 5 minutes, but what I have read from neutral sources reveals that to be baseless slander. Seriously do you even have any real knowledge of his work history?

207 Replies 524,543 Views

I wonder if the spider's is intentional? Binding already gets a large nerf for kingdoms because they get nothing for life shards.

33 Replies 22,472 Views

[quote]I dislike the monster unpredictability and weird behavior.[/quote] I have looked into this and the main thing I have noticed is that most lairs have this tag: 1 By setting that to 0 you could make it so the guardians never leave their lairs. Then you could manually set a wandering radius for those monsters instead or just have separate wanderers spawn over time instead. Fr

7 Replies 6,750 Views

[quote who="Frogboy" reply="58" id="3250246"]The gulf between the rich and the poor is only going to get larger and larger with more automation and globalization. I'm not sure how that can be helped.[/quote] http://www.economist.com/node/21564556

207 Replies 524,543 Views

They also apparently get the Zealot trait that grants +3 initiative -1 hp per level. That's pretty questionable now since it would give a wraith unit 6 hp and make it gain nothing from leveling.

33 Replies 22,472 Views

[quote who="StevenAus" reply="1" id="3249934"]I like these. It would be good for some (or all! ) of these could be implemented. [/quote] Thanks. I know we are close to release but I could mod these in myself for the most part, Altarian Blood is the only exception. I really think giving units more unique abilities and traits is a easy way to make tactical combat more interesting. I was originally going for cool abilities to add to weapons but couldn't come up with anything that goo

2 Replies 8,037 Views

[quote who="Tuidjy" reply="27" id="3249871"]No, you're thinking of an ability of the staff with which Oracle Ceresa starts.[/quote] Actually this exists. It's a trait they can get in troop design. It's just not listed anywhere so you don't know about it.

33 Replies 22,472 Views

One of the areas that need improvement in FE according to the the GameSpy preview was tactical combat. In particular they mentioned that combat was to simple and involved little tactics. As Xia said lower bow ranges would help. More tactical abilities would also help make things more complex, interesting, and make the races more unique. The AI is also currently smart enough to use them well. <span style="

2 Replies 8,037 Views

[quote who="Tuidjy" reply="24" id="3249755"]This would be insanely powerful. But I like the idea, and think that 10% is enough.[/quote] Don't forget that they also get -1 hp per level. So maybe 20%. [e digicons]^_^[/e]

33 Replies 22,472 Views

Well personally I have been mainly working on a mod that adds more faction traits . I have also released some other small things. When the game gets released I will work on a mod that adds more terrain, an additional armor mod, and maybe a naval mod.

12 Replies 18,234 Views

[quote who="Lord Xia" reply="21" id="3249669"]The henchmen only require the blood, no tech. Same with golems, slaves, and Juggs. [/quote] Ya in my opinion anyway Juggs are the only ones that should be linked to a race, as the lore supports it. Not having Slavelords unlock slaves is stupid. Like I said elsewhere I think Wraith Blood should just give 25% health drain. So they heal for a quarter of the damage they do. That would make them very unique. I think it would be cool if

33 Replies 22,472 Views

1 - Disjointedness The next patch looks to be a good attempt to correct this. 2 - Learning Curve Just make sure the tutorial and manual are good enough. 3 - Combat [quote who="Lord Xia" reply="2" id="3249092"]As for tactical battles, I think a couple things would really help. Being able to assign placement, not every battle, but be able to arrange

76 Replies 71,170 Views

[quote]You need to build militia now. It’s going to take some time to get used to this. But no, you can’t just go and solo the monster layers lairs anymore willy nilly. Some you can take. Others you can’t. [/quote] Been waiting a good long time for this... Thanks.

37 Replies 65,426 Views

[quote who="joeball123" reply="13" id="3248787"]3. Warriors and Warrior Caste - these should be combined[/quote] I agree but then Yithril would need a entirely new trait.

33 Replies 22,472 Views

All the reduced scaling on spells is awesome but I would still like to see the unit traits that boost spell damage like warlock nerfed as well.

357 Replies 611,606 Views

I am thinking of doing a mod that changes around the magical items much like people here have suggested. I have some experience modding armors and making custom armor. [quote who="Lord Xia" reply="6" id="3248581"]They use to have a leather shirt and a patchwork leather armor, that was worse than the leather chest. It's probably in there somewhere still.[/quote] Ya those still exist but the problem is that the models don't always fit the current body types. Each type of

13 Replies 8,074 Views

Whenever I clear a Willdlands late game I usually have 5-7 cities and don't really want 3 more 3/3/0 cities. Mostly the AI just expands into them unless I am insightful enough to bring a bunch of pioneers behind my army. I would enjoy it more if some wildlands like the desert and swamp stuck around so I could keep adventuring. They are far more interesting as wildlands then normal land.

12 Replies 4,725 Views

Bump. There are still some serious issue with Wildlands that need addressed, like how the swamp trees in the Asog stay after you defeat it.

12 Replies 4,725 Views