Glazunov1

Glazunov1

Joined Member # 4194303
85 Posts 1,589 Replies 24,096 Reputation

[quote who="seanw3" reply="8" id="3220427"]I am adding in some new staves that do splash damage, damage to all enemies, damage to all units, have an Initiative bonus, do mass amounts of elemental damage, allow you to cast special spells. This is needed in the vanilla.[/quote] This sounds very good. I agree, staves are poorly represented in the game, with no real benefit to use outside of the desire to handicap oneself. A range of low and higher level staves

14 Replies 8,556 Views

[quote who="marxeil" reply="6" id="3220428"]I don't see this as an issue of pioneer's cost, but rather that allowing grabbing owned territory by building an outpost inside that territory doesn't make sense. Do I then need to retake by planting my own outpost? Which outpost wins? The last?[/quote] I agree, Marxeil. It isn't an issue of cost, though if the cost were raised, the AI would be less inclined to spam pioneers. The alternative is to f

13 Replies 5,435 Views

[quote who="Kongdej" reply="1" id="3220431"]Chance to stun all the enemies, but "wastes" your turn... Or gives 23 gold when sold Sincerely ~ Kongdej[/quote] Yes, 23 gold. A princely sum for such a rare and powerful artifact. [e digicons]:|[/e]

4 Replies 927 Views

[quote who="Heavenfall" reply="15" id="3220385"]That's beta 5, right?[/quote] Right. I recall Brad mentioning that in one of the last beta threads.

49 Replies 23,918 Views

[quote who="DGB246" reply="5" id="3220407"]OK when it's released I'll have a look at the modding tools to see if I can figure them out - if the tools are accessable enough I'll create some mage gear [/quote] :) I'll be doing as much, myself. I want to create some "defective" items that appear as goodies: bonuses offset by drawbacks, with a slight humorous touch in the text, and strategic challenges to effective use that can be overcome.

14 Replies 8,556 Views

[quote who="DGB246" reply="2" id="3220356"]I've got no background in computer programming so I'm pretty clueless about how to do it? I'd be willing to give it a try but as someone with zero knowledge in this area I'm not even sure where to start[/quote] That's where everybody starts, though. Derek and Brad have written that will have modding tools, presumably with some info on how to use them, as we get closer to release. I'd suggest

14 Replies 8,556 Views

I don't mind losing track of enemy units there, but I do agree, you should still be able to see landscape features you've discovered: specific shards, lairs, quest locations, etc. After all, you saw them all, before. They aren't going to change, unless they're removed by the AI. In which case they shouldn't be updated on your befogged map, until you send another unit for later reconnaissance.

7 Replies 33,099 Views

[quote quoting="post"] - When we loot items, the popup shows us what the new item is. It gives us the option of equipping, trading it or doing nothing ("ok"). When we hover over the item to see what it is, show us what we have equipped next to it! That's basic RPG ui. - Quests show item Rewards, but we should be able to hover over them to show what they do - like when we find items in goodiehuts. If it's a spell - show us the spell description! Help us make an in

49 Replies 23,918 Views

Have you considered learning to mod? Everybody has excellent ideas. From my experience, modders usually implement theirs. It's not that difficult, and the modding crew for FE seems a friendly and helpful lot.

14 Replies 8,556 Views

It's standard operational procedure. Unfortunately. I'd like to see some concept of owned territory covering those holes that let anybody through, but nothing like this seems to exist. And the idea of a potential enemy creating a nice fat city in the middle of your territory is annoying. But there it is. I don't think this is going to change, and we'll live with it. Hopefully, somebody will be able to mod the cost of pioneers (and of

13 Replies 5,435 Views

[quote who="Heavenfall" reply="9" id="3218724"]All the quest rewards are in the hiergamenon. We simply want to access that information without reloading the game just to be able to accept the quest.[/quote] This. Plus it seems to me, from a roleplaying perspective, to make sense that your sovereign would learn these things before setting out. "If you'll go defeat the feared mages Ybmug and Yekop, I promise you a fine reward!" &nb

16 Replies 56,819 Views

Noticed your comments in your latest video, SeanW, about how difficult it is in this version of your mod to level up your sovereign past level 5 or 6. Won't this drastically curtail the ability of Pariden to benefit from the Spellbooks tech? It's just my understanding of matters, but Pariden sacrifices early game advantages for midgame spells, and here that access to higher tiers of spells seems to have been pushed back later.

856 Replies 2,037,320 Views

[quote who="HuaynaCapac" reply="38" id="3218649"] Quoting Glazunov1, reply 21I think that, just possibly, Sean was being droll in his comment about the "current economic situation," above. Because it's not totally obvious Trojasmic was joking along with him?[/quote] You mean, when Trojasmic launches into some criticism of one US major party presidential candidate, and a statement of support for the other? Without any evid

61 Replies 45,221 Views

[quote who="myosin2p" reply="2" id="3219983"]This is because 100% spell resistance does not prevent 100% of spell damage. For most damage-doing spells, resisting a spell only halves the damage done, and magic resistance is the chance of resisting a spell. So even "resists all spells" effectively means that all spells necessarily do half damage. If you're doing half damage with a built-up Archmage of something, that's still going to be more than respectable.[/quote]

3 Replies 2,221 Views

I kill a neutral that's entered my territory with Pillar of Fire. 0 HP, it gets HP back next turn and keeps moving. I don't want to quit, so--is there a cheat code to use to remove the damn things?

0 Replies 1,842 Views

From what I could tell a while back, ES lacked a distinctive diplomatic screen for each of the races, and any kind of "flavor" in diplomatic contact. This is an area I really enjoyed in the GC games. Has this been remedied?

207 Replies 629,364 Views

[quote quoting="post"] 2. Yesterday Tarth decided to declare War! on me. Within one turn every other faction bar 1 had also declared war on me, even though I have warm, close or even friendly relations with them and they in turn were not particulary buddy buddy with Tarth. How could that be? Seems kind unreasonable.[/quote] The diplomatic AI is still being adjusted. It probably makes sense for factions that strongly dislike you to all declare war o

14 Replies 108,212 Views

You and your Kraxis videos have gotten me more interested in playing the Dark Side, SeanW. Once I've tried that a few times, I'll definitely give your latest mod a workout.

856 Replies 2,037,320 Views

[quote](3) What sorts of additional magical spells would you like to see us add before release that aren’t already in the game?[/quote] I forgot to mention above that it would really be great if we had more summons. And I'm thinking combo-based summons spells might be one path to consider. Something along the lines of: Air and Fire: Steam Elemental Water and Earth: Mud Elemental Fire and Earth: Volcanic Elemen

172 Replies 672,639 Views

Air tier 1: Evade: Useful spell early on. I don't find it scales well as your champions take on more adept enemies, but that's certainly reasonable given the low cost. Haste: Properly used, an excellent tactical spell. Air tier 2: Aura of grace: Cost needs to be increased. After all, this applies to everything produced in a single city. Guardian wind: Useful against opposing leaders' a

15 Replies 11,214 Views

[quote quoting="post"] (1) How do you think we should refer to this game? Elemental: Fallen Enchantress or just Fallen Enchantress?[/quote] Fallen Enchantress. It's simple, and it doesn't sound like a successor to a game that wasn't well received. [quote](3) What sorts of additional magical spells would you like to see us add before release that aren’t already in the game?[/quote] As someone who plays the Life tree a good

172 Replies 672,639 Views

My reactions, for what little they're worth: Life 1: Courage: Well balanced early game spell. Useful when spiderlings and ruffians are still dangerous. Paragon: Since you're never guaranteed anyway that a champion leveling up will be offered a good trait, and there are both items and other spells that improve experience gain without pain, this one's pretty useless. Regeneration: Helpful spell. Again

17 Replies 12,110 Views

Just a thought, but if you have a unit stationed to guard an outpost, it makes sense to let the player know when an enemy wanders into the outpost's radius, rather than waiting until a building there has been destroyed.

0 Replies 2,147 Views