[quote who="Mytheos" reply="17" id="3316462"]@Scifi Look at the genral tab for this forum...not the bug reports or anything else, just the general. 50 topics, and I counted 28 talking about bugs and crashes. So about half the current topics in GENERAL are about bugs/crashes. Define minority?[/quote] General includes topics from all threads.
Sentinemodo
use the BlackrainZ mod it works good enough, though you'll get additional change of number of troops per unit. Also, he says he didn't had to update the MA code between 1.12 and 1.2 so MA on itself might still work with new version without need to update, and the AI should make better use of the Sean's changes.
Fair enough. *back to twiddling fingers*
There is a playthorugh you can see and one victory brag :) But HF, I am here back for other issue: do you plan adding the monsters from Goetia to SW at least as random types? From what I've seen some ideas were so cool that it would be a pity to leave them in coma
I am not expert. I beat the game without problems. But I am far below Tuijdy level. for the strategic level - there is one thing AI doesn't do - it is not using it's strategic level spells. I've see it does, butit does it far to rarely, and there are situation where there is no doubt, to cast a spell if you have mana - it should tremor, freeze antyhign it see within it's borders. and there are plenty other not so cheesy tactics - if you have
Really wishing those forums to have white background. I know you can access them somehow from the stardock ones that are brighter, but all the links always lead to this dark cavern of the Web
that's why I tagged it polish not bug/issue
agreed, Fb year or two ago you planned to do a game so flexible, that you wanted to show during the winter break on how to turn it into MOM total conversion. for financial reasons it is not achievable/desired anymore. If so leave the current level of moddability where it is and focus on making a better game. in this context better definitely is better strategic and tactical AI. I understand your feeling when you say AI is good (by far) for most of the players. thing
as we talk dragons - I just met drake - 4 defense? same for pack drakes.
maul animation should not be interrupted by occasional deaths, but followed on. the death animations and damage displays should be played simultaneusly without interrupting the mauls.
hmm, the point is that indeed, when a 300 men attack a single champion, he don't really have much chances .... They might be larger then light, but they better stick to dragonslaying not manslaughter...
mod manager is easy to use, easy to install and allow easy mod adding/removing plus manages depndecies very well. definitelly take a look at it.
that's posts is from the release time/end of beta period. Not much have changed since, might be only that a couple more variables got exposed as named variables. I'm thinking about the damage modifiers you implement though. What was the reason to put that modifier and then balance it with 0.15 overpower? I am finding myself attacking always the largest squads since this gives me the best damage per hit ratio and ignoring the damaged units. since even at full st
look here: https://forums.elementalgame.com/430589 I think you might need to PM Derek/Frogboy for a number, but at least a method of changing it is given
it's not that good, methinks, I've never had the need to reload after one day. for whatever it is worth I recharge the thing twice a week, and it last at least two hours of listening time. I dont have regular listening habits, so this might close as much as to five hours, but there are days I don't use them at all. they are pretty solid bettery-wise IMO. I'd give a lot to have pair several devices though
I think, the varaible for this is the amount of damage, if it overflow more than X number over what was left the figurines fly away.
I know I use it, it helps but I still miss the opportunity more often than I'd like
you can also see it clearly if you eneter the govern window and browse the city list. You can also click on the city to see if there is an empty spot. still this is not enough to see at glance that you're wasting opportunity.
when you hover over enemy unit in tactical. You see their move range. The problem is that it is almost invisible over the terrain (depending on backgrouund of course,but generally). Can you turn it into something more visible? I can't be that color blind to be only oen to not see it.
Currently skills are implemented as spells (I think). The result is that most attacks that deal damage (double strike etc) always hit and sometime get resisted with spell resistance (crystal snakes - I keep forgetting their name). They also provide way to avoid counterattack. Please fix that,
There is multitude of things I would like to have developed in FE by now. It is multiplayer, it is greater depth of tactical battle, it is better AI but today, as I am playing I think my biggest issue is with performance. I have a fairly good laptop with lots of memory. I have a bad graphic card (wouldn't be a problem if I had option to play cloth map in tactical battle) I can play without much gripe (put here your other favorite stra
current sequence after attack is to update therigth bottom unit description health, perform animation, display damage/comment change it as it kill the suspence - first should come the animation, then description, and finally update on medallion
confirmed, bandit groups don't have military trait, while darklings do. also darklings with charge are NASTY :D the darklings on wargs however also should have that trait. I am fairly sure that number of traits available is a varaible that can be changed. since limting to two traits limit the units somewhat
Would it be hard, to make this animation more fluid? It feel awkward, when the figure attack, miss and then attack again. It is all well when you have it on paper, but animation does not reflect it all.
Not sure if possible, might require hard code. I am thinking on permanently reducing strength of unit when individual figurines are dead. On the oppsite side, here should be option (skill for all trained unit) to rebeuild. This would make the unit inactive for 1 turn and restore a squad figurine. this could however cripple the AI .... might be not a good mod idea still