There is an armor skin mod out there. https://forums.elementalgame.com/439949 If you're into modding and/or modded game elements you should definitely keep an eye on the modding subforum. All sorts of cool things pop up on there.
mqpiffle
Oh, sorry! I'll look into it. edit: Everything seems to be good to me. Folks have been downloading normally, not sure why it's hidden for you.
It's just fine for 1.3 ... I've been using it without any issues. There will probably be another update soon enough.
Just give me LH already!!! [e digicons]X([/e] (Oh, and welcome Soren [e digicons]:thumbsup:[/e] )
[quote who="LauraKat" reply="8" id="3325564"]I have no idea what ZOC or rush are.[/quote] I'm pretty sure these concepts are covered in the tutorial.
Twilight bees provide a 2% faction-wide unrest bonus.
How exactly would you implement this in FE's initiative-based system? Either you take your turn when it comes up or you lose it.
In my first attempt at a new game 1.30, the tile yields are looking much better.
Don't try to divert my attention...just give me LH!!! [e digicons]X([/e]
Pioneers should only be able to found cities, and should cost population to produce. Outposts should be created by selecting a valid empty tile and choosing a 'build outpost' option. The outpost is then tied to the closest city's build queue at an appropriate cost. That is all.
I think the static champion trait trees will drastically alter the feel of the game.
Exactly. The issue the AD&D mage ran into was how many spells he could cast before re-memorizing. Not many, and finding a good place to rest wasn't always easy, especially if you had cruel DM's, which, as far as my experience is concerned, is always. Same works in FE: You're limited by mana, especially early game.
I want it now!! [e digicons]X([/e]
I play on hard/hard, large map size with 5 opponents. Above avg wildlands. Dense monsters. Normal resources and magic. I actually modded in a 'Ludicrous' monster setting (which is included with my Rise of the Magi mod) that really kicks it up a notch!
I would say early game have a champion in the stack with the sov. Slowly build up trained units until you can safely split into multiple stacks with a single champion leading each stack. I usually try to get my champions to level 5+ before I set them off on their own.
[quote who="Borg999" reply="6" id="3323926"]Well my comment is about tactical spells[/quote] Oh. You didn't mention that in the original posting.
[quote who="Borg999" reply="2" id="3323888"]But a low level fire or earth sovereign is much stronger than a low level life or air sovereign. My suggestion would remove this issue. And what's wrong with one teleport spell, instead of two, for example?[/quote] Fire is by far the weakest. IMO air is the strongest. Haste and Evade alone are an amazing early game combo. Here's a reminder of the apprentice level spells for you. Air I: Haste
I actually think the opposite of what you think: they need to add more variation and flavor to each element to make them useful in their own unique way. If you'll also recall from your AD&D days, your mage was very weak in the early going, as well.
[quote who="Hawntah" reply="1" id="3323281"]Or you could just raise taxes[/quote] Bingo!
And this one illustrates DsRaider's point in post #67:
BTW, you may want to move this into the Modding subforum.
It would definitely be good if they disconnected strategic moves from tactical moves. But this is probably a significant piece of code-work that potentially cause a bunch of other problems.
First game I load up with 1.921: Do you seriously think this is fun, Derek? I mean just look at Ceresa, she's like "WTF?"
He's talking about the LH beta.
[quote who="DsRaider" reply="67" id="3322638"]That's my start and I have nowhere to settle. The Essence and Materials are crowding out the Grain. There is too much crowding out in general especially near woods which are usually either totally unsettleble or 2,5,0. I don't see any high material tiles with essence ever.[/quote] This definitely needs to be re-thunk.