[quote who="Primal_Savage" reply="479" id="3490728"] @highwayhoss Thanks for sharing! (BTW, link for pictures #2 and #3 for Vestalla do not seem to work) [/quote]Fixed the Links, should work now. Dropbox can be rather wonky.
highwayhoss
I just purchased a newly released WW2 RTS Naval game: Victory at Sea. Its a campaign sandbox game where you control a naval task force carrying out various missions to win the naval war for your side. You can decide what strategies you employ to accomplish your goals, since its a sandbox style game. As you win victories and accumulate funds, you can purchase more ships. First impressions: Simple controls; controlling ships and commanding fleets is easy and straightforwa
I've been playing with the newest XDC version; I really am enjoying all the new stuff. Anyway, I've been busy creating new custom factions; here's the results of my efforts: First my updated version of my flagship faction, Vestalla (images in Dropbox): Faction selection screens: https://www.dropbox.com/s/0h9sl
I just bought me a new WW2 naval game called BattleFleet2. Its a turn based game of ship combat where you move each ship and fire its weapons by estimating range and angle to target; basically its like the game Worms but for ships. The game Website is here: BattleFleet
[quote who="Vithar133" reply="418" id="3485391"] For the warriors trait, I'd probably split it between Accuracy and Attack, since they'd be more familiar (accuracy) and also probably stronger. I imagine a lot of practice would make you stronger as well. Just a thought. [/quote]My original idea was for an increased attack, but when reading the description of the corresponding trait (training), it made me realize that Accuracy was more important. I thought about hav
Just added my first mod based on my ideas; I changed the trait enhancements after studying the techs. Warrior trait gives +15 Accuracy (Warriors I would assume are more familiar with weapons) Civics gives +10% Gildar. (Civic minded factions can make money more effectively)
This is a simple mod I created for FE:LH. it enhances two faction traits: Warriors and Civics as follows: Warriors: Units get +15 Accuracy Civics: Faction gets +10% Gildar Download here: Enhanced traits Drop in this location: C:\Program Files (x86)\Steam\steamapps\common\FE Legendary Heroes\data\English and overwrite. Feedb
[quote who="Primal_Savage" reply="413" id="3485225"] Hey highwayhoss, a. In the plans to augment the cold/fire staffs line (6/8/10/12). Similar plans for lightning staffs (9/11/13). Maybe some poison staffs, will have to see how The Code reacts. This might make it in tomorrow's update (1.7d) "MonkStaffs"/Bows/Crossbows will have to wait, especially crossbows, they need a major overhaul. <p style="padding-left:
I thought up an idea for new techs that factions can discover through items. Basically, the idea is that if a faction discovers certain items like weapons, armor etc. it would unlock a tech that when researched, would make the item available to trained troops. Other possibilities would be maybe books that unlock tech etc. Is that possible with the game mechanics? If not, anyone have any alternate ideas? Maybe quests that when completed unlock new techs t
I've been enjoying the latest update; well done. I do have a few suggestions for future updates: More weapons for trained units; specifically bows, crossbows and staffs. Staffs in particular need more variety. More unit traits; I was thinking of things like Marksman, Wizard etc. representing training in their weaponry. Maybe eliminate inherent racial traits from races of custom factions and mak
[quote who="Primal_Savage" reply="402" id="3483957"] An absolutely well written history (Kashadda Hiergamenon entry) perfectly matching the character abilities. I also like the Vestalla lore. Thanks for sharing, same goes for the designer notes. [/quote]Thank you. [e digicons]:grin:[/e]
Vestalla Designer notes: I originally created Vestalla for a Civilization 4 mod called Fairy Tale. I took the basic concept and modified it for FE:LH, making them a Krax Kingdom seeking to survive and redeem their race from darkness. I was thinking of using the Quick trait but decided to use Lucky instead (which makes a fortified Vestallan unit more formidable. Tough also helps) In addition, I gave them the nonconductor weakness to show their resistance to magic. I did
Here's my Xtra made custom faction: the Vestallans: <img style="vertical-align: baseline;" src="http://cloud-4.steampo
[quote who="Primal_Savage" reply="395" id="3483882"] Planned. List of "Abilities" using the GoNext feature: ::: ::: Battle Cry ::: ::: Beguile ::: ::: Command ::: ::: Epic Battle Cry ::: ::: Fortify ::: ::: Leapfrogging ::: ::: Midas Flux #Convert ::: ::: Rescue ::: ::: Rush ::: ::: Spit Acid I ::: ::: Spit Acid II ::: ::: Spit Acid III ::: ::: Tangled Web ::: ::: Throwing Knife [/quote]Ah Ok; j
I noticed that under certain conditions in tactical combat, my characters get to move twice; usually after performing some action (Like fortifying, throwing knives etc.) Was that planned or a glitch?
Never mind, you fixed that problem.
Hey PS, I just want to let you know I really enjoy you mod; its pretty much my default FE:LH mod. BTW I did notice a change when I was creating a custom sov; I noticed professions cost development points (except for polymorph) I assume this was intended; if so have the in game sovereigns been modified to fit the new creation parameters?
[quote who="GFireflyE" reply="1" id="3482044"] I've mentioned this briefly in my City Level Up thread, Just as there exists Fame milestones for obtaining heroes, there could also be Fame milestones for obtaining a new kind of quest: Lore Quests Lore Quests would be an expanded version of the Master Quest victory condition. There would be X milestones. &
One thing I noticed is that many city upgrades are essentially free buildings (prison, arena). I was thinking many of those upgrades could be made buildings instead; then maybe city leveling could grant effects similar to upgraded outposts?
I was thinking about a post on city upgrades regarding how useless the Almshouse was because Fame can only be used for getting champions. So I wanted to post a thread for the forum on suggestions regarding other possible uses for fame. So what ideas do all of you have for using fame besides getting champions? One suggestion I have is for ways you can lose Fame....for example, losing battles, cities, bad decisions on events etc.
Great mod! My custom soverign enjoys the new spells.
Considering how debilitating unrest can be to a city, I am surprised that the AI would NOT prioritize reducing it. I would think that would be a no-brainer.
Nice! I always loved this mod, I'll try it out when I get a chance! Thx for the update! [e digicons]:D[/e]
Waitasec......85% UNREST? [e digicons]8C[/e] That city should be engulfed in wall to wall riots, if not revolting! [e digicons]XO[/e] Unrest really needs to play a bigger role in the game; and the AI needs to learn to cope better.
[quote who="halmal242" reply="1" id="3480841"] I applaud this effort but I have to slightly disagree with how you went about it. I personally think there are slightly too many choices and would actually simplify the choices to make it easier for the AI to stay competitive. My opinion on this problems is that there should ultimately be six city types based from the three current types and then make the final two level choices mean something. So from the town you would have