Sentinemodo

Sentinemodo

Joined Member # 4191392
73 Posts 364 Replies 7,780 Reputation

Hi, I wonder if/how this can be modded (I am so lame at graphic, that I won't even suggest I could do so). When a powerful champion/monster kill a figurines from the stack they could individually fly off the group instead of laying down and dying. I think it would look pretty cool. The animations are in place it's a matter of somehow linking it.

2 Replies 3,871 Views

all right... moving into mid game slowly There is something utterly funny, when you see miss ie. unit dodging attack when it have 20 men in the units. really, unless you can't see at all, you need to hit something in such mass. There should be two mechanics in place. first, larger units get penalty to dodge, not sure how severre, but -100 at the largest squads possible seems about right, they have the hitpoints to soak anyway. secondary, this

267 Replies 244,359 Views

I use those: http://www.plantronics.com/us/product/backbeat-903-plus they give you stereo, so you can finaly listen to music, they are light stick to the ear good enough to be used when running. The only drawback is that they pair to a single device only. Meaning that you to switch the pairing if you want to watch a movie or skype or play a game on tablet or computer.

12 Replies 30,696 Views

There is no reason not to inform player that he has some essense spots unused. at worst he could cast meditation. Two solutions. autocast meditation (if known) on each city that can accept one when press and/or put a sign similar to Zzzz when a city isn't using it's magic potential

4 Replies 3,035 Views

One more comment on that minimum damage - when you look at groups of bandits (5 men squads) they do not have that military damage limiting trait. When looked from outside, my units were vastly stronger, in actual combat, they were significantly weaker. Also since champions are not limited this make them an order of magnitude stronger in comparison (and they were in vanilla much stronger than trained).

267 Replies 244,359 Views

So far I like it. Got my second town up and running, with two more outposts around. I like that trademark of MA - one turn army build. There is something disappointing however in the damage done. I mean I got armies that have multiple memebrs (granted this are most basic units) and in combat against simple ruffians with defense 5, I am doing 2-3 damage per strike. I'd expect 5 men do on their very begining 10 or so damage per strike, in such case. I guess tha

267 Replies 244,359 Views

if you don't select research direction on the first turn you loose it. game should not advance first turn if you don't select your first direction, on the worst case it should accumulate the research points.

2 Replies 2,045 Views

some notes as I play: 1. really do invest some time in making this mod ModManager compatible, this would really help making it more popular, there is even template for MA done, you'd only need to modify it a bit for the files you added. 2. Wraights got +20 dodge bonus through various changes, did you reflect that in the mod? 3. The kraxis are without fortify bonus, not sure hwo I feel about it, but no sign of AI knowing how to use it properly </

267 Replies 244,359 Views
Reply to Bug ?? in FE Support

you might have been hit by tornado or similar spell, though thye need to be cast on your own territory. Might be a bug. Post a save. prefereably prior to the armies disapearance

10 Replies 4,767 Views

[quote who="Frogboy" reply="8" id="3307374"] On #1 that is by design. [/quote] What ?! Unless you're mistaken and this is a bug, this is bad design. There is no point in having forts and whatever building that add militia if they all don't show up after first combat. Taking a city that is undefended is as easy as walking two militias in. First to lure the defending militia, second to take the city. What's the poi

221 Replies 588,081 Views

[quote who="Murteas" reply="18" id="3306855"]I still think the cost should be on the city creation, not the pioneer creation. I think we have too few outposts in general, and that would increase their creation. [/quote] There was a good suggestion to shift outpost building onto scout units. I'd even go with engineers units, that would be able to build roads.

82 Replies 256,777 Views

[quote who="GFireflyE" reply="17" id="3306824"]Quoting Sentinemodo, reply 16Can we also add a global +5% unrest for each city placed? This change should complement well with global unrest reductions you've implemneted and high level cities global unrest reduction options. +5% might be a little too steep. At that rate, having a mere 10 cities would cripple your empire. +2% may be acceptable, but why would your empire receive more unrest for bei

82 Replies 256,777 Views

Can we also add a global +5% unrest for each city placed? This change should complement well with global unrest reductions you've implemneted and high level cities global unrest reduction options.

82 Replies 256,777 Views

As we are testing new concept, can we try changing mounts so they would add base hitpoints to the figures (like 10) and increase wage by 1? as of now there is no point in not equipping mounts whenever possible.

82 Replies 256,777 Views

AI ususally queue all its resoruces it has, nearby their capital you should be able to find some deposits of iron/crystal - they get it for free once settled. build missionary hall. search for quests. Dragon cave is your winner, but, you'll need ton of influence if I remember correctly. Demonshrill will help you a lot and are far closer in tech tree to get. try to find ogre lairs, with king of the wastes technology you'll get level 9th ogres out of the ba

9 Replies 11,623 Views

focus on your sovereign and champions. even without resources you can equip them properly. kill monsters that drop crystal to train anything else than militia (you wont face high armor nor swords to invest in spearmen and bash is always nice) and archers. core of your army should be hireable monsters so take influence whenever possible in quests.

9 Replies 11,623 Views

also militias don't appearing when fighting multiple battles per turn attcking city. Is this fixed?

104 Replies 189,647 Views

[quote who="BlackRainZ" reply="177" id="3304888"]Well, I am glad to have someone finally talk ideas with me so I have an idea what needs to be done. I don't think fire elementals will be a problem here. I think that was related to the lairs right? Sean had a file that was for lairs only but this mod doesn't use it. I do not use his changes to goodiehuts. I use the normal goodiehuts file but with Sean's changed monsters so that monsters will be challenging but won't

267 Replies 244,359 Views

I've downloaded the mod. My next game is going to be using it :D Have you fixed the error with fire elementals from the MA? Secondary Sean had idea on how to fix the missing militias in mulitple battles per turn, you've got that implemented already? for the further change you go the way of sean ie tweak the rules but leave the content unchanged? or you go like HF that is leave the rules but add a lot of content. If it is the fi

267 Replies 244,359 Views