Probably just luck of the draw I guess.
highwayhoss
[quote who="Primal_Savage" reply="819" id="3534466"] What about other resources? Are you seeing say Crystal Crags, Temple Ruins, Wild Grains, Clay Pits, etc.? If not, it might be the excess ResourceTypes bug (Generally solved by removing CoS Rivermod if you are running both Mods). [/quote]I'm NOT running CoS mods so that's not the problem; other resources are showing up fine. It's only Iron that's missing.
Well I'm playing 1.8d with two of my custom factions. Something I noticed is that Iron Ore is not on either of my generated maps. (I set the resource level to dense). I looked in your XO_Terrains file and noticed that Iron Ore is missing.
[quote who="Primal_Savage" reply="814" id="3531918"] Quoting highwayhoss, reply 813 Another glitch: when I recruited Morgrollo, his pics didn't show up in either his army window or his sidebar icon. Might be a memory issue? Have you recruited him before? At any rate, double-check that you have t
Another glitch: when I recruited Morgrollo, his pics didn't show up in either his army window or his sidebar icon.
Found a poosible typo; in Sov creation under equipment, the Gauntlets of Power have 0 point cost. I assume that's incorrect?
Looks like I'm playing FE again....Thx PS!
[quote who="Primal_Savage" reply="800" id="3530513"] Quoting highwayhoss, reply 799 ...BTW do you have an idea when the next version will be released? Rather not say. I've finished rewriting the CoreAbility file, but now have to do some QA and update the rest of the files to take this into accou
[quote who="Primal_Savage" reply="798" id="3530410"]I think you're right about GoNext/Fortify so I've removed it. I couldn't get a Knockback Immunity working, so Fortify will provide Swarm Immunity instead.[/quote]OK that will work; BTW do you have an idea when the next version will be released?
[quote who="Primal_Savage" reply="752" id="3522890"] [e digicons]:S[/e] PC died last weekend. Will take another week or so to get to get it fixed (Had to order the broken part). Guessing the next update will be delayed by about 2 weeks, unless I can get this fixed early next week. [/quote]I feel your pain, PS; my laptop had to have both Software and hardware repairs done a while back.
Hey everyone! I just wanted to update everybody on the latest developments regarding the game: Current version is 1.2.2 You can now play as both the Imperial Japanese Navy and the Kreigsmarine in the Pacific and Atlantic campaigns respectively. The Japanese have some excellent cruisers and the Shokaku class carriers (Excellent carriers). The Germans have relatively fewer ships but have a good DD in the Z class and the Bismarck is a very cost effective s
[quote who="davrovana" reply="747" id="3521128"] SHAMELESS PLUG: If only someone had made a faction-trait mod where any faction could recruit henchmen that are rejects from other factions! [/quote]I use that mod FYI. A good mod, would be interesting to expand it to other races. BTW Thanks for the feedback, Primal.
[quote who="Primal_Savage" reply="742" id="3520207"] Good idea, but probably too powerful as there's already an Accuracy/Dodge bonus as well as GoNext associated with Fortifying.[/quote]Maybe trade off the GoNext for the Knockback immunity. GoNext IMHO seems wrong for fortifying but that's my opinion based on experience. [quote who="Primal_Savage" reply="742" id="3520207"] EDIT: O.k., got it working. You should know that I don't think the AI can handle it unless
First of all, Primal, thanks for adopting my fame trait ideas. Now a few suggestions: First on units fortifying (I use the Krax a lot) May I suggest some enhancements? I suggest immunity to knockback, maybe swarm as well. What do you think? I also got an idea for a faction weakness: City-State. (-2 points) This would prevent the faction from creating Pioneers. This would be similar to the C-S concept in Civ5, with small breakaway cities.</
Thanks. Fair enough; I was thinking it might be better to have traits to create more nuanced factions as opposed to the idea that all Kingdoms are good and all Empires are evil. (This was what I wanted to make Vestalla; a militant, ruthless Kingdom who HATES the Fallen.) For TLA, I suggest Improved Leatherworking as a midgame tech. As for AA maybe make it part of the <span style="text-decoration: underline;
A few ideas I had: Traits to modify fame: I suggest revered (+20 percent) and reviled (-20 percent). Maybe have traits exclusive to only Kingdoms and/or Empires; I cannot see a Kingdom taking Death Worship for example...also maybe a Life Worship trait? Some form of early magic armor....maybe magically reinforced leather?
I have to go back to work today, but I am looking forward to the new version. I will upload mine ASAP.
[quote who="Primal_Savage" reply="639" id="3516724"] I'm glad you guys are enjoying using the different Xtra abilities to create Factions/Sovereigns [e digicons]:thumbsup:[/e] I've been thinking about setting up a Dropbox download in the OP (In Section 2.3) containing user-made factions. The only requirements would be that they use Xtra abilities (Say 1 or more per Custom Sovereign and 1 or more per Custom Faction) and that th
Backstories make factions more believable and make them more than stats. Remember, this a an RPG to some extent. ALso I prefer to Level up my Sovereign to a path through actual combat and exploration as opposed to a turn 1 scroll. As for Polymath and Guided; if P/S is offering them, I will use them....after all, the monsters in the world can be more dangerous than the AI factions.
Notes on Vestalla: Basically they represent those Krax who rejected the Imperial way of Kraxis; they are outcasts who despise Empires but are despised in turn by other Kingdoms. Vestallans are both technologically advanced scholars and formidable warriors, especially on defense. Dominus Kashadda: I envision her as a snarky, hard drinking hedge-witch with both powerful healing abilities and extensive medical training. I see her personality
[quote who="TheSAguy14" reply="634" id="3516625"] Hey Highwayhoss, I have a very similar setup to you. A gold producing machine. I did not use the additional free setup points, but just the standard. Here she is: Reduced 53% <div class="orig
Looking forward to the new release P_S! BTW here's a pic I made of my updated Auric faction.....I have to admit, I'm quite pleased how this one turned out; Lali has grown to be a fav creation of mine.
[quote who="Timmaigh" reply="5" id="3490969"] This looks interesting. Is there any economy involved, or its purely combat oriented? [/quote]Basically you accumulate Warbonds by completing missions and sinking ships; then you use them to purchase more ships or salvage sunken ones. You can also sell ships at 25% cost. Simple economy. Some screencaps from recent Missions <a title="Convoyattack" href="http://steamcommunity.com/sharedfiles/fi
In addition to the campaign modes, VaS also has historical battles like the Denmark strait and user created custom battles. Custom battles are useful for learning how to control ships in battle and improving your tactical skills. One complaint I have is how ships too often fight individually in battle with no formation etc. I would like to see the ability to assign ships to battlelines where they follow a lead ship (your flagship for example); also maybe have formations
[quote who="Major Stress" reply="1" id="3490816"] Not bad overall. Simple, Easy to learn, Smooth game play, and the graphics are decent enough. Yea the ship models leave more to be desired (Maybe because they are targeting this game for broad range of systems). Modding can fix that problem easily. It can use a full 360 degree free camera that can zoom in really close to the ships (their idea of "free camera" only zooms, and rotates, but the camera angle is fixed). Y