davrovana

davrovana

Joined Member # 3610268
86 Posts 1,177 Replies 22,632 Reputation

Stinking Mud was a Earth2 and Water2 spell back in FE. Incredible spell, probably overpowered, because the AI would walk right into the mud and get stuck. If you brought archers or mages, they got to take their time ripping the enemy apart. Like Primal wisely reported, you have to summon a crag spawn in tactical to cast it now, or get the Tectonic bulwark.

6 Replies 15,085 Views

Negative resources happen, I've seen it in un-modded games. The AI can train and cast into negative resources, though this might only be possible at Expert difficulty level and higher. So negative mana, crystal, iron, wargs, horses, all possible and I don't think it's D&W at all. Interestingly, the AI does seem to be limited to needing positive resources to BUILD. I think this is why the AI sometimes does not build the Forge Of The Overlord even when it has all

349 Replies 1,262,979 Views

The tactical maps make battles a little more unexpected. Only a few have a major effect on tactics (one map has a grove of trees in center, and almost splits your force in half for the starting location, with significant distance between them. This map makes you scramble to re-position!), but they break up the expectations of tactical battles with is a key element of the overall experience. New stamps are harder to notice (generated a few maps, then played one game), but there seems t

3 Replies 13,752 Views

A spell that reduces the effect of thralls might be better than reducing doomsday. The doomsday counter gives the game a sense of danger - maybe the best feature of the game. It's the face of the asymmetrical design. Don't give the player direct control over it.

27 Replies 47,196 Views

[quote who="Heavenfall" reply="522" id="3508594"] Traditionally Children of Storm contained a file to overwrite all goodiehuts. [/quote] Terrain issue?

544 Replies 1,093,691 Views

Hm, not sure I agree. I like the Sk system but I think it is a little bit too powerful there. In LH it would make outposts crazy good. I like the idea of spawning defenders better. ZOC damage as an upgrade might work, but could still really screw the AI.

3 Replies 15,077 Views

[quote who="Sentinemodo" reply="13" id="3504523"] also an install instruction would be handy [/quote] Check the OP it contains install instructions

14 Replies 66,679 Views

This is a mini-mod designed to solve a problem for stationed heroes: too little xp. DOWNLOAD HERE It gives you a building, 'Ye Old Tavern,' that grants 3xp per turn. Unfortunately it also promotes drunken behavior and hangovers among your work force, which has significant negatives. In my experience playing with this, it gives you a way to level heroes without being too powerful. Build t

0 Replies 3,076 Views

Every hero you add to a stack splits xp between the sovereign and that hero. Add a second champion, and then all XP is split three ways - one share for sovereign, one for each champion. If you want to level your sovereign, keep him out of stacks with champions, or use henchmen (they are champions that don't split xp)

2 Replies 21,309 Views