[quote who="Jam3" reply="16" id="3227018"] Considering most 3/3 border or are in forests giving you the logging camp to boot is there any real option? Leveling cities should smack you in the face every time you hit a new level, cause right now population is worthless and city level bonuses are underwhelming. You should see a 5/2/2 and be struggling whether you want it or a 3/3/2 cause right now that one extra material is worth more than those 2 grain. <b
mqpiffle
[quote who="ggdfgs345" reply="19" id="3226121"]Why should horses get a large movement speed bonus on the overland map anyway? Horses are not faster than humans over long distances and cavalry units moving at equal speed as infantry was not due to the cavalry slowing down on purpose. Horses need a lot of food and care too. Giving them a movement speed bonus in combat only would work well.[/quote] I agree.
[quote who="AlLanMandragoran" reply="215" id="3225871"]Hi HF - for some reason with this mod I'm not seeing forest or swamp graphics on the strategic map (I see them on cloth however). I thought it was because I was running Vista 32 bit so I bit the bullet and upgrade to Win 7 64... have 4gb memory. Just loaded it up same thing. My only thought now is my graphics card maybe can't support it? I can see the forests an swamps just fine in vanilla. Any input you might have is appreci
[quote who="Emperorjarin" reply="11" id="3225761"]...[/quote] I'm not necessarily calling for nerfed horses, rather the price one pays for a quality trained war horse needs to be reflected in the cost of the beast. I'd say a horse should easily cost 500 - 1000 gildar per. I still think the +100 prone avoidance thing is silly, and saying it's a coding limitation is a cop out, imo. It's not the horse that's more likely to go prone, it's
It's possible that some intrepid modder might be modding something similar into the game and may perhaps call on you for further ideas when the first baby steps of the mod are ready to be released to the community. [e digicons]*_*[/e]
Horses are extremely OP. One thing I don't understand is why they have prone avoidance. They ought to be MORE prone to prone.
You just have weak curses, dude... [e digicons]:troll:[/e]
IMO, ammo is a really bad idea. Too much micromanagement for absolutely no fun value. To me the obvious solution is simply giving an accuracy penalty for range. For instance, up to 3 tiles away: 0 penalty; for each tile after that, -5% accuracy per tile. I do agree with bow-specific traits. In fact, each weapon type (NOT damage type) should have it's own traits.
[quote who="Heavenfall" reply="91" id="3223563"]Those have been integrated into the vanilla game so they were removed from this mod. UnitStat_ResistCutting UnitStat_ResistPierce UnitStat_ResistBlunt[/quote] Good stuff, here.
Do you have two files with the same name, or that are modifying spells with the same internal names? That is not recommended and can cause some of the wonky behavior you're seeing.
Yes, they removed it thank God!
Sooo, 5+ dungeons...got it!
-100% unrest, -100% production, +100% awesome!
[quote quoting="post"] Two problems and accompanying suggestions: 1) Currently, when a city is razed the tiles that initially supported the settlement of a city (representing good soil, presence of minerals, magic, etc...) are removed from the map. This doesn't make much logical sense, and doesn't really do much to advance the gameplay either. These sites are already in somewhat short supply. I would suggest leaving the underlying tiles untouched. While some env
Anyone know offhand if Tactical Movement Cost Multiplier is still a valid unitstat in FE? The unitstat is still in the xml, but it seems like an antiquated mechanic since they moved away from the point system and introduced initiative. Asking more out of curiosity than any desire to use it. Cheers.
REEEEEEEEEEEEEALLY good to see this. Definitely a must. [e digicons]:beer:[/e]
[quote who="seanw3" reply="20" id="3221190"]This would take too much extra code to be feasible for the devs.[/quote] I highly doubt this is true. There is already code describing numbers of units.
I agree with the OP on this one. A mechanic like this is more intuitive, and allows for more specialization and differentiation among the various paths. If you want a melee champion who destroys hordes of enemies with a single stroke, you should NEED to choose path of the warrior. [quote who="sweatyboatman" reply="18" id="3221169"]But I highly doubt nerfing champions is the solution to making the game more fun. [/quote] It doesn't just 'nerf&
They're getting paid to work too much!
Maybe, but it's fun rpg! I mean, that is half the game, right?
[quote who="Glazunov1" reply="50" id="3220851"]You really are evil, aren't you?[/quote] I think the give-away is the bright purple beams of energy radiating from his cranium.
[quote who="UmbralAngel" reply="2" id="3220850"]Rather than add more paths or replace existing ones, another option is to put in specialization classes. So maybe once you reach level 10 you get to choose one of three new paths that are determined by the original path you chose. This would allow more customizations like teh ones you suggested.[/quote] I was just thinking something along these lines!
I think they ought to rename Path of the Mage to Path of the Spellcaster or Shardmaster or something more lore-y like that. Also, they ought to rename Path of the Assassin to Path of the Rogue or Bandit. Terms like Mage and Assassin tend to conjure up fairly specific archetypes to some of us old school rpg'ers, archetypes more specific than what seems natural at the time of Path selection.
I may be wrong, but I'm pretty sure Enchanted Hammers requires Earth II.
[quote who="Kongdej" reply="13" id="3220153"] Quoting mqpiffle, reply 12Also, get rid of all of the damn WoM quests already!!! ? which are these? Sincerely ~ Kongdej[/quote] All the crap quests at the beginning of the game. Escort the noblewoman. Kill the rats. The one with the ring where you kill the wolves. Ok... starting to get nauseous. [e digicons]:puke:[/e]