I'm sure that the people doing Murteas Grimoire would appreciate any new spells you can add.
DsRaider
[quote who="kenata" reply="66" id="2916545"]In terms of humanity, the advances of our species in the last 200 years have become so rapid that we are coming to a point that we are outgoing every social and political system that we have ever created. Markets based on labor exchange begin to become meaningless when advances in technology render 50% of the labor force unnecessary, while political systems built during times when travel and communication were significant undertakings become almost
[quote who="Kamamura_CZ" reply="72" id="2920694"]Tell me, if technology has made labor obsolete, why do we need so many slaves in Asia? And why do we need to steal oil and other resources from Africa and Middle East?[/quote] We don't need it. In fact we were fine without it for decades. Only recently have people rushed to run off to poor labor markets in order to save money. The irony here is that this is impossible without low prices of oil/transportation. Also in developing ther
I just updated om impulse.
[quote who="Gaston Daout" reply="4" id="2920434"]Your post is appreciated Xia, and you deserve credit for keeping a stiff upper lip, but the latest iteration (ver 1.19k), from the most recent playtesters indicates that this beta is completely unplayable. Not good. Frogboy needs to get serious about this or there won't be anyone left who cares anymore.[/quote] You are quite frankly illogical and unreasonable. The very latest patch in the be
For me it crashes if my sovereign dies as well, but I am running mods.
I'm always up for new spells. I prefer just incorporating them into the existing shards. In my opinion one of the few mistakes they have made while updating this game is that they removed intelligence scaling up spell damage. It's would be good to get that back.
Game is hardly dead. It has a active community, frequent patches, long term strategy, expansion in works, and lotsa modders working away. 1.2 should be released pretty soon and that will "fix" the game in the sense that it will be really stable.
Grammar Nazi: Kings reign, horses have reins. [quote]1. Tactical battles: AI re-design 2. Magic tech: Clairvoyance (allows remote channeler to cast spells into a battle) 3. Tactical battles: Casting time on spells. [/quote] 1. Yeah! Really badly needs done. 2. As it currently stands wouldn't this make it useless to get Intelligence ever? Just cast with your intelligent undepedent sovereign anywhere anytime. 3. Cool
Thanks Impinc
Could I use some of the weapon models in this in my mod please?
Apparently in the live SI chat it was revealed that they will do another chat completely about FE multiplayer when they start working on it. http://www.strategyinformer.com/editorials/11622/live-chat-with-derek-paxton
Would it be possible to make the TacticalMovementCostModifier ability passive? and if so how? I have tried experimenting to check but the only passive abilities are traits and those are set up differently. Abilities are SpellDefs and traits are AbilityBonusOptions. Kenata's mod has no examples of passive item abilities. I can add the modifier directly to the mount but for future use i want to add a TacticalMovementCostModif
Thanks so much Heavenfall.
[quote who="Polistes" reply="20" id="2919155"]I wonder why the beast dominator trait was chosen over my trait that was basically the same, and submitted first. Either way I am not too thrilled with either of the choices. But I voted for the beast dominator trait that was submitted simply because their is currently no real way to get the wild animals into your armies.[/quote] I don't think that it actually controls monsters, Dominate is just a stat nerf. But I agree that th
[quote who="Heavenfall" reply="18" id="2919135"]Instead of changing the combatspeed you can change the amount of AP needed to move 1 tile.[/quote] Could you please explain how?
Multiplayer in FE is supposed to get a lot of attention and be different and better than in WOM, but since they haven't started on it yet there are no concrete details released. You are far from a minority when it comes to what you want in multiplayer, few people prioritize competitive elemental games over sandbox fun.
[quote who="VR_IronMana" reply="18" id="2919096"]Not saying you're wrong because I'm sure that's part of it for some of the traits that didn't make the cut, but it's hard for us trying to just be creative and come up with ideas to know if +2 would be too powerful or +1 or if 15% would be better than 30%, etc.[/quote] Lol. The problem with some of the traits wasn't one of a few percentage points. Some of the traits would have dramatically changed
Before no matter what I did nothing changed the amount of action points I had. Well it works correctly now, sorta. Now the action points don't change until next turn, which kinda makes it useless. I think that this is a engine problem however because other people have ran into it.
I have tried it with duration of 2 and it still didn't work. I have tried around a dozen different codes but nothing causes action points to increase. I can't find an example of the tag, could you point one out or just show me an example here please.
Someone please explain exactly how combat speed and action points work. I don't get it. Sometimes my actions cost two points instead of one, my total action points fluctuate randomly, and combat speed and total action points aren't equal...
Hey Kenata I am running into a problem. I'm trying to make an ability for mounts that lets you double movement speed in exchange for half attack. I though this would be a great way to make cavalry more mobile without becoming tougher in combat. I can't get it to work however. Here is the code. Gallop &nb
[quote]A: Yes. Jon Shafer and I have been working on the mini-campaigns for Elemental: Destiny’s Embers. And so as we work on those we uncover weaknesses in the modding tools that we have been trying to get addressed which in turn should make modding even easier in the future.[/quote] Yeah! Hopefully you take a look at the community mod request post. I know that there is a campaign section on the mod download page but don't think it is actually supported at all. Will we get
Dissect tag into usable parts. For example make the ability to enter neutral territory, produce roads, enter enemy cities without starting combat, and whatever different tags.
[quote who="Kantok" reply="118" id="2918399"]Is there any plan for making the terrain of tactical combat matter more? Where you choose to fight the battle on the strategic map as well as where you troops are positioned on the tactical map seem like two things with the potential to add quite a bit of good choice to combat decisions. Mounted troops get penalty in wooded/rocky tiles, etc? Aside from the "whack away at each other mindlessly until dead", this has always been my biggest