yes, Heavenfall, the prodigal son of Derek and Brad [e digicons]:inlove:[/e] will mod out LH!!! I'll wait for your mod before playing it, thus. [e digicons]|-)[/e]
Nibelung44
Just that, for the AI and player obviously, not only for the player! You determine your own priorities Stardock, like spending significant time on improving shadows, but don't forget that the people who post there are your most loyal fans, the ones who can produce mods and thus keep the community alive, for example. And it seems many there don't appreciate the slightest that major cities can be insta-razed by monsters. So please consider proposing the op
Very good suggestion that would further differentiate the cities.
SeanW3 has left, Heavenfall is on the leave (or at least quite dispirited, with reasons). No one proposed a library of additional stamps, a new map or scenario. I don't know who is wrong or right, but in the end, customer is always right. To believe that long term modding don't bring cashflow is denying the reality of what happened to Civilization IV.
Sadly nono the little robot is right ;) it seems a religion and the lack of answer of Stardock indicates this won't change, despite many requests from many players since many weeks.
A tough question, because most of the parts are giving the game a much better twist. Perhaps first and foremost, the various magic items. Then either factions or monsters. The rest is important too though. I always wondered why you never added spells or altered/added buildings. Is it because modding is not practical for them? I'm on hiatus regarding FE right now, I'll probably resume playing when LH is out.
Yes, overall FE has too much 'mundane' feel... 95% of the units are human soldiers that strike with classic weapons e.g Same for buildings etc. Where is the Master of Magic or Fall from Heaven spirit here? Also, I don't want to sound offensive because I appreciate dearly the game and the work of the team, but there are issues that I would dare call 'failed basics', and I hope that LH will adresses them (in parenthis older games having the feature):</
Essentially damages can be up to square of expected damages, if numerator goes down to 1 (because I guess the 'division by zero' case has been taken into account)... So this is indeed a dangerous formula.
Will I be able to maintain a mod of my own (private mod) without Steam trying to erase it because it is not in steamworks?
this is what I suspected, but this should not be like that, at worst they should incur a damage increase equals (in %) to double their vulnerability. As I said, sometime it is really major. 4-figures units with an end damage of 25 (because of arcane boost from shards) deal without critical hits 350 damages, theoretically it should be 100, against a 0 armor opponent.
Here is a wetransfer link. If you need my mods to run, tell me (obviously you need to have your mod though :) ) http://we.tl/wHCk1gn2Vr
I'm currently playing a very large map with Stormworld (7x9), turn 250 and I'm happy to report that my crashes are gone (they were probably caused by a modification of mine that I had trouble identifying). Something is spoiling my fun though, the Angels I'm playing with do insane damages against the Undead. I have 8 Life Shards, so that's +8 arcane damage bonus, and Undead have vulnerability against it. I think you remember that the vanilla rule is that
Turn 200. I believe an outpost would be in order to make the two cities to the right un-isolated. Plus Pariden would exploit a shard. This is one of the big AI weakness I believe. Lot of pioneer running in circle but still no rapid linking of cities to capital. Brad that would go a long way in improving the AI (that and the AI cleaning the monsters in his territory more aggressively) <img src="http://img15.hostingpics.net/pics/707273outpostneeded.jpg" alt="" w
Haha, I caught you off guard. By entering this thread you wondered... Is it a spam bot thing or what? Nope! I was searching for a formula that was making use of what FE knows regarding arithmetic operators, aiming at giving a non proportional increase in the damage potential of a spell, relatively to number of shards. Because it is cool to have spells which have more powerful as you get more shards, but at a cert
I would say too that the AI is better and smarter, but weaker perhaps because of pioneer thingy. Two things I noticed that felt wrong: Strategic AI: The AI sometime move around an enemy outpost, probably because its goal is further away, whereas the more sensible move would be to move over the outpost and then proceed. Perhaps a test on each stack, if adjacent to an enemy outpost (so no pathfinding involved here, a real time save), switc
because 'dodged' attacks are also attacks where you fail to hit because you accuracy is not 100% Chance to hit := accuracy - enemy dodge. So even at 0 dodge, the enemy can dodge you ;)
Lot of good things, but I fear some basics are not addressed: - Road building reworked - diplomacy improved - can stack with an ally in same tile - reduce MM by allowing production queue spill over - the whole administrator path issue (must kill to xp) - AI settling mindlessly and freeing up too many monsters - no wall usage in city battle etc. These were the basics for me, then after you cou
I hope that's that, although I find dubious something as major as that is left as is. I'll wait for 1.3 now, this is just too aggravating for me and is killing all my pleasure of the game.
Sorry, just rage-quitted my game. And who ever came with the brilliant idea that instantly razing the player's biggest city is good game design, should perhaps reconsider his opinion. I'm going to play some others games, to get some distance with that. [e digicons]:annoyed:[/e]
This x2 cost is really troubling me. I understand you want to incite STRONGLY people to specialize in magic skills, for mages, but in essence (haha) it also means that any non-mage with spells has no interest in picking magic traits anymore. So you end up with only 1 hero (2 at best) that will cast spells in battles, while the others won't. Also I'm wondering how the AI will cope with that. Last, at game start, you don't have specialized mages. So the game is harder and po
yes WAD stands for working as designed. Actually, joeball123 and others, I thought about that... switching ranged weapons to an ability. Given that the AI always prioritize the usage of thrown knife over melee for bandits, it might work, just add a cooldown for ranged that would represent the initiative of the weapon. With that, we could have a ranged weapon in addition to a melee one, plus initiative of ranged weapon would not hamper a mage casti
no line of sight, no degradation of to hit chance per range, no ammos...
All army-wide spells and effects stack, that's why they must be nerfed until Stardock makes them NOT stack. In my own mod: -Tireless March is +1 move to the unit enchanted with it - Shieldwall provides +2 protection - the army trainer skills provide 10% each time, not 10%, 15%, 20% - henchmen cost 1 influence upkeep - you need 4 horses/wargs per soldier. Yes, it means 12 horses for a 3-men unit. Cavalry is rare in my world. </p
It simply don't appear in the list of spells to cast, even if my sovereign has the prerequisites: 1 Unit UnitEnchantment Strategic Defensive Buff <SpellTar
So in essence non-mage heroes will not use any spells tactically... What about pillar of flame, 3 damages per 2 shards, are you serious? Unless it applies to all figures per units, but I don't think so, I don't get how it can be considered 'balanced'.