GFireflyE

GFireflyE

Joined Member # 4452479
140 Posts 2,588 Replies 1,369 Reputation
Reply to N/A in FE Multiplayer

Love the idea....BUT....I would be hesitant to run with it until I've seen what SD has in store for us with the 1.4 diplomacy patch. If they fix the trade value and scarcity of metal and crystal, then this mod will fall to the sands of time rather quickly. If however, 1.4 does not meet the community's general expectations, I can see requests to have this expanded for the other resources as well. ;) In any case, I'm glad you're putting these little mods to

59 Replies 61,253 Views

I've turned off the surrender threshold. Imo, that entire aspect of the game ... leaves much to be desired. To begin with, the AI does not always surrender when you would expect them to. Sometimes they are within a hair's breath of being anihilated....yet no surrender. Other times they have a thriving empire....and then poof...they give up. There really needs to be some more consistency with the setting you've selected at the onset. Secondly,

8 Replies 9,789 Views

My preference is the middle starts. I like being surrounded by AI, thus having more on my plate to deal with throughout the mid game. imo, it's more interesting and more interactive.

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[quote who="DoktorvonWer" reply="17" id="3398220"]Figured it was better to necro this than clog the boards with a new thread. I'm still finding the Dark Sorcerer amazingly overpowered, at least for a 'Medium' challenge dungeon that was spawned by a quest when my leader was level 2. Now, going in with two heroes at level 6 and numerous troops with warded equipment providing spell resistance, and immediately counterspelling with my mage hero, it still wipes out

19 Replies 28,273 Views

[quote who="NeoNick7" reply="4" id="3398350"] Quoting joeball123, reply 1 Economic Treaties create a trade route between the capitals of the signatory factions, providing a 10% income bonus in that city. This treaty also lasts until cancelled, and I also don't really know what happens when one of the capitals changes hands or ... Yesterday I invaded an AI capital and could see a +10% bonus in the list of improvements. If I remember correc

6 Replies 11,364 Views

If I recall correctly, SD allows this so that the AI does not position itself at a point of stagnation, never being able to 'dig' itself out of the whole. It will gladly attempt to repay it's 'loans' but never at the expense of competitiveness towards the player...

4 Replies 5,402 Views
Reply to N/A in FE Multiplayer

[quote who="Crastiloowa" reply="5" id="3398363"]Do the AIs use the modded rates, or do they still just use the base rates? [/quote] This was my concern as well when I was tweaking the taxrate system (currently the one in LH 1.3). The AI will use your modded rates, but I don't think the AI use tax rates in the first place. They just leave it on the opening setting the entire game. Thus I was very careful not to throw the normal tax rate too far off

12 Replies 9,784 Views

Good Morning Is it possible to have, at the beginning of the game....perhaps in the "Where are you?"screen where you choose your starting conditions, an option called "Prefferd Start Location" where the toggled choices can be: Preffered Start Location Middle Edge Corner Random Often I am finding myself ctrl-N'n for a start location based on geographics....not resources/power etc. I would like to posit

18 Replies 15,408 Views

Good Morning Decided to pick up a game of FE:LH again and have been playing with your cultists. Mod is really developing very well. I like it. With luck, maybe it'll turn into an official DLC, eh. ;) Do have a small point to make about the Spectre: - Love the Spectre's powers and abilities! Fantastic job! However, with the physical resistance the creature has, I am finding it to be a smidge too strong. Rather than attempting to further weaken out the real

175 Replies 576,279 Views

Here are two more from a recent game I am playing: [DLC Suggestion] More animal tokens ;) Perhaps a panther....or a snake....or maybe a random shrill In addition, is it possible to have the token generate a the creature based on the level of the caster using it?? Currently, regardless of level, the creature that is generated is level 1...which is really deflating in the later game. Naturally....the other creatures that are summoned through items (wolf, sand go

53 Replies 184,145 Views

I'd buy GalCiv3 if it was offered steam-free...else I'm just as happy to play GalCiv2. Trying to run LH with steam has been the most frustrating experiances I've ever had with a game. I've been tempted to go back to MoM so many times now...only thing keeping me here is that SD crew is being very open to community suggestions and new content.

22 Replies 74,601 Views

Got another one: Not really UI, but display...nevertheless, it annoys me to no end so I'm going to mention it again: When building cities that creep up against hills and mountains, the hill/mountain terrain will lower to that of a city tile, OR if it's next to a city tile, it will lower to that of a plains tile, DESPITE still being hills/mountains. This drives me up the wall....across the ceiling....and back down the other side. Is it ever pretty please p

63 Replies 55,581 Views

awesome possum! Added! Recommend to SD to review these and add them to your tips list. From what I've gone through so far, they are really handy little tidbits! Thanks Darxim.

36 Replies 29,435 Views

[quote who="coyote303" reply="30" id="3397667"]Because wildlands start out a lot stronger than regular factions, it would be tricky to implement and balance. [/quote] How would it be tricky? If the wildland nodes only expanded by 1 tile per 50 turns, by the time any wildland would be a genuine land threat...it'll be turn 300 or even 400. I think it would add the endgame pressure on the player that is currently lacking. Obviously the AI would have to be able to d

36 Replies 35,353 Views

[quote who="Twentyslashdash" reply="4" id="3397538"]I think the maps from the map pack DLC are 'fixed' maps. (looking at it now) I've literally seen the exact same tile setup. in the pictures on the map pack store page. as far as 2/2/5? - No, I think it was better than that. I'll have to check when I get home. At work til 5. [/quote] Better than that would be odd.....I though the maximum was x+y+z=9 As for tile setups, the maps are generat

8 Replies 10,827 Views

[quote who="_Flector_" reply="31" id="3397539"] Quoting GFireflyE, reply 28 Of late I have been playing a fair bit of Gilden thinking that they require a lot of Metal compared to other factions. Guilden may not be the best faction to test this with because of its Master Smith trait, which removes 50% of all metal costs! [/quote] True dat. I have been testing with other factions as well....it's been awhile since i posted in

32 Replies 31,907 Views

[quote who="smeagolheart" reply="17" id="3397342"] Quoting NeoNick7, reply 16 At first I was surprised that you didn't get the AI Sov's magic items (as you do in HoM). This would probably be unbalancing, but I agree with more Xp or perhaps one random item from the AI. If the game doesn't track AI magic items (for some reason) then it can be just a created random item. Yeah this is what I'd suggest, one of the ai's random items

18 Replies 31,958 Views

[quote who="coyote303" reply="27" id="3397336"]I have no problem with expanding wildlands as long as it is an option that can be turned off. Having a wildlands faction "trying to win" to me would be like an unbalancing extra AI player that I prefer to be without. However, as long as it's an option, it's an interesting idea. [/quote] I would imagine something like that would be a setting in the world creation. Wildlands -- easy, normal, h

36 Replies 35,353 Views

rehash (in case this thread has fallen into the recesses of time) As 1.4 as been declared "Diplomacy Update", here are some thoughts as to the UI of the diplomacy screen.

6 Replies 11,364 Views

[quote who="ElanaAhova" reply="20" id="3366331"]Earth ones are like hulks, great to throw in and take some damage, then pull out to 'die another day.'[/quote] Been awhile....I've long since figured out binding now, but I thought I'd throw a few thoughts down as to what I currently think about the binding creatures. In the order of best to worst (imo of course): I have found the Grave Elementals to be the best to offer of the bunch. Juggernauts in themselves, th

22 Replies 22,708 Views

- Currently, when a player has the Binding ability, when a shard is captured it will show the number of turns until it spawns its next elemental. However, when that shard is part of a city, it loses this UI information. Can there be some way of selecting buildings and structures within a city, and show the relevant information so that we may know those important details....like how many turns until the next Binding spawn. - Merc Camps I think also have this same problem. <p

63 Replies 55,581 Views

*cough* *cough* Has any consideration been made to add a few more music tracks to the game as part of a DLC ??

7 Replies 15,872 Views

It's been awhile, but just to recap; I've been playing many games since the last update and have really found the changes introduced to be an improvement in balance of crystal and iron ore. Rehashed in the hopes the SD will look at the balance recommendations and possibly make the changes into the base game for all to enjoy.

32 Replies 31,907 Views