GFireflyE

GFireflyE

Joined Member # 4452479
140 Posts 2,588 Replies 1,369 Reputation

I agree with sjamiei....it's a very good idea in theory. However, I've been desensitized to this issue as I've been arguing for an improved upon road system since FE beta and it has not happened. SD does not consider it high priority (if priority at all) and so I think that if any improved road system were to be implemented, it's going to be coming from a modder.

4 Replies 11,804 Views

Here the list I currently play with: ArmoredMilitia by parrotmath Chamion Bonanza by hellions Death Adepts by parrotmath Ginsu Knives by rlane48 Female Henchmen by parrotmath Necromancy Revamped by dhuran Non Champions Die by parrotmath Man Under the Tree Quest by parrotmath and DsRaider River Bridge by parrotmath City Snaking by parrotmath Swam

3 Replies 4,042 Views

[quote who="Ishantil" reply="15" id="3378958"]I'm starting to think that there should be young dragons with the big dragons if you wait enough turns. [/quote] I did see a mod that did just that ... not with monster spawns mind you ... just with Dragons you recruit to the cause...

31 Replies 26,949 Views

[quote who="joasoze" reply="7" id="3378967"]Dont build cities close so that the city borders will activate the monsters. [/quote] Which is a bit of a catch-22 because the AI doesn't follow the same 'rules'. You're stuck with losing a city location to the AI's sub-optimal choice to which the monsters are released and they ignore the AI and come at you....OR you build the city so that the AI cannot to which the monsters are released and they come at you

23 Replies 25,970 Views

[quote who="davrovana" reply="3" id="3378988"]I am still playing with this, but: I like the lesser catapult, its cost and usefulness. However, it seems too early in the tech tree to me. Can it be bumped up to blacksmithing? [/quote] It can be bumped to where ever in needs to go. ;) I had begun this mod with the premise that the catapult unit and it's graphic/sfx/etc were not being utilized early enough in the game. If, now they are showing up too earl

17 Replies 21,439 Views

Another update: Here are the changes that I have been playing with: Added a 5 metal production cost to the Smelter Improvement Added a 10 metal production cost to the Foundry Improvement Added a 15 metal production cost to the Large Foundry Improvement (from Parrotmath's Wondersbase Mod) Added a 20 metal production cost to the Ironworks World Achievement Reduced the amount of metal per turn the Iron Mine Improvement collect from 1 to 0.5 Reduced

32 Replies 31,913 Views

That is completely awesome! To clarify, there is now graphic for all the original upgrades as well? (I see you mention that caltrops can now be built on coast)

14 Replies 66,698 Views

[quote who="merlinme" reply="13" id="3378888"]I actually find shrills quite dangerous. If they really get going targeting a low hit points unit they can kill something, and I hate losing units in battles. They can usually all get off at least one attack each before I can attack them. I want fairly strong units and a way to bring the fight to them quickly if I'm going to attack them. As others have noticed it may depend on what difficulty level you're playing on. On Rid

31 Replies 26,949 Views

but.....how will the AI react? Does the AI know it should be using the Scout to build outposts instead of the pioneer? Does the AI understand that the ability attached is to build the outpost? Else, the AI will just try activating the ability randomly and have outposts plopping down all over the useless places. Don't get me wrong....I'm all for this change...I've just been very hesistant to accept a mod for this change because the AI does depend

7 Replies 13,748 Views

WOW! Fantastic work! Will be adding to my collection of mods! How's the mod work with Arcane Monolith?

14 Replies 66,698 Views

Agreed. Does slow does a little on my machine too....but not horribily so. Just enough to notice that a slow down is occuring. But usually happens when I see 20+ cities on the map and I haven't done my dillagence in clearing out the monster spawns... I run a dual core 3gig/3gig, winXP-32bit system with 3.25gigs of active RAM and a 512meg videocard. Nothing but the best for parts. Put it together in 2008 myself and the worst that has happened to it to date? My fan blew a

16 Replies 8,425 Views

[quote who="sjaminei" reply="14" id="3378823"]So medium and irregular is a hit? Thanks guys ^^ Anyone tried the small and tiny versions? They should be the most problematic ones to get going properly. If they just take up space I can remove them so you don't have to click through them at start. [/quote] I recommend leaving them in. Doesn't take much to cycle through and may probably as stable as the other sizes. I'll commit to trying them out.

20 Replies 30,473 Views

Again, the AI has decided to build a city on an illegal tile. This appears to be quite the elusive bug you are dealing with. In this case, Alter Builds City on Crystal Mine when aas legal, better locations ALL around, being the restoration of Curgan's battlefield. (I've circled the bug in case it's difficult to see) https://www.dropbox.com/s/31nbfut5471upg3/Alter%20Buil

3 Replies 5,150 Views

[quote who="sjaminei" reply="10" id="3378698"]I want your RNG, my units never resist. You playing with ironeers or something? (I play ridicilous setting on mobs, so maybe lower shrill levels help you as well?) [/quote] My current game is with Ironeers....but my favored faction tends to be Amarian. settings are hard/hard

31 Replies 26,949 Views

[quote who="sjaminei" reply="8" id="3378673"]Air shrills easy? They are a nightmare early on, you know they are easy to kill, but those static blasts or whatever it is just keep killing your units/champions [/quote] I'm quite relieved when I come across air shrills. 7/10 times my units resist. Definately my preferred shrill to fight against.....other than perhaps the water shrill.

31 Replies 26,949 Views

I swim in mana in my games. I can't believe Meditation costs 0. Once I get 3-4 cities going, two of them are usually conclaves and I push for that +4 mana improvement (forget it's name atm). Combined with the enchantment, I'm pulling in 15-20 mana a turn. 200 mana is small pittence. If I have access to Arcane Monoliths, then I'll go straight into 4 outposts without the need for the cities since I don't have to take the popu

30 Replies 69,205 Views

[quote who="parrottmath" reply="3" id="3378422"]So, I haven't a clue what most of the weapons that the developers wanted to have for each of these units, but here are some guesses to the weapons. [/quote] In the mean time, maybe this becomes one of your mods. ;) Thank you very much for putting together a temporary fix. None of them ended up with an Angelic Shortsword...did they? [e digicons]:-"[/e]

5 Replies 6,328 Views

[quote who="BernieTime" reply="3" id="3378519"]It would be nice if there was a toggle in Advanced Options to turn off Default Units in the Training Window (excepting the Basic Pioneer/Scout unit) [/quote] It would be nice if there was a menu system in the game where you can go through ALL units, sovereigns, and factions, and select, deselect, delete, add for what the AI is allowed to use in your games. Also think that this should be faction specific. If I want Tarth to bu

5 Replies 8,626 Views