Emperorjarin

Emperorjarin

Joined Member # 3775555
28 Posts 382 Replies 9,420 Reputation

While I personally don't like the way random spells are currently implemented, I do enjoy the idea and think they should keep it. The only currently-random spell I think should be ABSOLUTELY MANDATORY is Escape; there really should be a way for defenders to retreat from an unexpected battle (like getting jumped by those bloody Knights of Asok at lower levels).

20 Replies 75,123 Views
Reply to ohgodwhy in FE Beta

[quote who="Kongdej" reply="5" id="3133415"]? what does that mean ? Sincerely ~ Kongdej[/quote] Google "QWOP" and find out ;) Note: has anyone ever made it more than a meter?

12 Replies 8,950 Views

[quote who="Lord Reliant" reply="5" id="3132859"]In Tactical with auto-play there was no Maul awarded while the other 2 got it as loot. Is this awarded randomly?[/quote] I believe the maul actually did get awarded in the auto-play, though it isn't displayed properly. It's a bug I've seen since beta 2 (I never reported it, my bad) where the loot doesn't properly display in the victory screen, yet is still awarded, so long as the first "slot" is highlighted yellow,

10 Replies 22,142 Views

I agree that summoning needs to be a more viable magical path, but I think that if you truly want to be an exceptional summoner, you should pretty much have to pick the summoner trait. This should unlock not only the summon shadow warg spell, but also additional summoning options depending on what spheres (ie fire, life, death) your sov knows. Shrills should be available as a summon at level 1 or 2 of their respective spheres, and should not have a limit on the number of times you

13 Replies 23,538 Views

The experience you see earned in the victory screen is the base XP given to all units. This XP is then multiplied by whatever bonuses your characters might have (like INT bonus and rings of wisdom). At least, that's how I've seen it working.

7 Replies 38,374 Views

I very much support 1 tile cities, though I preferred this image over the one posted above. Mostly that's due to the fact that the city tile in Fb's post looks so... drab compared to the one with a one-tile radius. As long as the central city hub evolves as it grows, though, I'd be happy limiting the external buildings to ones chosen at levelup.

82 Replies 122,912 Views

I agree with Mart on this. If a unit can throw a dagger 3 tiles, then even the weakest bow would be able to fire anywhere on all but the absolute largest of maps, making limited range pointless. As for withdrawing from combat, if you're the attacker, you can always just not initiate the attack; defenders, OTOH, should have a difficult time withdrawing unscathed. Besides, the only way to currently withdraw is with magic.

7 Replies 3,617 Views

Maul applies a stacking -4 accuracy to every attack after the first. It's possible that the unit you were attack had such a high dodge that it was impossible for you to hit after the first swing. Do you have any other items with Maul to compare the hit chances to? As to your second point, Double Strike (and every other activated ability) is not considered a standard attack. The only thing Maul will trigger from is a standard attack (meaning right-clicking y

4 Replies 1,623 Views

I rather enjoy vanilla's weaknesses, if only because -5 spell resist is so easily negated, it's like getting a free point at start! Clumsy is an interesting idea for a mage character, but needs to trigger more often to make it actually meaningful. Bugs what I have found: Merchant's starting entourage cannot function in tactical battles; every time it's their turn they "die" (do not actually lose the unit, just get an animation and they vanish from screen) a

132 Replies 61,257 Views

City snaking is a problem, but I don't want to stare at a city that only takes up one tile. Letting your levelup buildings and Tower of Dominion take up a tile on the map, and requiring all expansions to be adjacent to your city's starting tile, is an easy compromise (for me to think up). I'm withholding judgement on this until I see it implemented.

78 Replies 46,365 Views

Meh, I'm all right with it ATM; like I said, it doesn't bother me so whatever. I am enjoying the hell out of starting with a small (or moderately-sized) army, though I'm gonna have to remember to reduce the graphics settings tomorrow so I can actually get a full playthrough. Hopefully I'll have settled on a starting profession by then.

132 Replies 61,257 Views

[quote who="seanw3" reply="63" id="3116240"]Some clarification is in order. Those starting traits are still in my testing phase. They are not in version -.41 as I would prefer to also change the Faction traits. Doing them separately would be bad form. The only Sov traits I have in that version are the starting units and alterations to the Sov Background Traits. A new update will come out before the weekend. You can expect new paths, some spell balances, better building descriptions, those tra

132 Replies 61,257 Views

So, the issue appears to be in the programdata, which I have removed multiple times, but nothing I do can let me view the new UI. Is there any other place UI data could be hiding that I should check? Anything else I might be missing? Everything except the new sovereign creator UI is working for me, but I REALLY want to see the new starting traits you put in. I reinstalled the game, your mod, and the Screens info you gave me, all to no avail :(

132 Replies 61,257 Views

I'm reinstalling the game assuming my connection lets me (it's kinda stormy out here and my internet has been spotty all day), so we'll see if that fixes the problem. While that happens, I'll write! Yaaaaaay! =P First of all, I discovered that the problem with founding a city (my sovereign herself couldn't found a city, let alone build pioneers), the problem was that I was using a custom faction I had made before I installed your mod. Every premad

132 Replies 61,257 Views

Moving the discussion of my issues to this thread, as the problem I'm having apparently has nothing to do with the programdata. I've installed everything you put in the new -.41 update and removed all the original files, but not only is the new UI not there, I am unable to settle at any point in the map because I "cannot build structure on this terrain", regardless of the terrain type. There were 13 XML files replaced by your mod total; should there be more than that?&nbsp

132 Replies 61,257 Views

OK, so I've reinstalled WFNB, cleared the programdata (NOT the program files [e digicons]XD[/e] ) several times, deleted all saved games, and got rid of the other mod I had installed, and am still unable to see the new UI for the sovereign creation. I modified the shortcut with -localdata only as well. Not sure what I'm missing. As I mentioned, I'm running Windows 7 on a midrange HP, not sure what other information, if any, is pertinent.

11 Replies 2,385 Views

Ah, I didn't realize there were hidden files. I'm on Windows 7, I see Program Data now, and am launching FE as I type this to see if that fixed the issue. EDIT: Still unable to see the modified startup screen for your mod, Sean, nor can I see the new traits you added for sovs. Most weapons and armor appear, but Ophidian Scale Mail doesn't load. Reinstalling the mod and uninstalling another mod to see if that fixes the problem (currently hav

11 Replies 2,385 Views

OK, so I moved every file that was in the /FallenEnchantress/Screens folder to a backup location and tried to start the game, and now it crashes on startup. Anything I should have left in the file? Should I remove the -localdataonly from my shortcut to initially start the game? EDIT: Tried starting without -localdataonly tag, still crashed. As far as I can tell, when you say Program Data you mean Program Files, as I have no folder called Program Data.&

11 Replies 2,385 Views

It was my understanding that Brad only included the Lawful Good/Chaotic Evil axis as a way for us to get an idea of how certain sides should "feel" while playing, and NOT take it as in indicator that there will actually be alignments in the game. The only difference I want between sides is Kingdom and Empire (though if there were a way to let my Kingdom sov cast death magic... [e digicons]:D[/e] ) EDIT: Brad (Frogboy) on the axis of good/evil: [quote who=

4 Replies 2,346 Views

[quote who="joasoze" reply="95" id="3112660"]I cannot grasp how the production of mines and shards (when they are first created) is calculated. Sometimes its like 25 rounds to finish other times its far less. I also do not quite get the thing about the city sometimes having to produce it (when its close to city methinks), and it "blocks" my production for a long time. It seems faster and cheaper to just use outposts?? Maybe even make an outpost, start production of the shards

123 Replies 960,448 Views

[quote who="Tasunke" reply="7" id="3112613"] I wish more threads were like this ... What lucidity, what passion, what extrapolation. The time and thought that must have gone into a post such as this, it boggles the mind.[/quote] Brevity: best. Thing. Ever. But seriously, concision should be considered the holy grail of writing. In this case, the only thing that could have made this post any bett

14 Replies 67,274 Views

I'm really liking the mod so far, but right now my capitol city isn't granting XP to stationed champs. Is this because I'm using a custom faction? Everything else is pretty much awesome :)

31 Replies 92,903 Views