Kongdej

Kongdej

Joined Member # 4590945
160 Posts 3,335 Replies 21,948 Reputation

[quote]Summoning spells that are not limited to one unit per caster. This was a huge omission in FE, in my opinion. Instead of being able to build an army of summons (and being able to actually spend your mana income on useful things!), you were left with weak, solitary units that became useless in the late game. Allowing multiple summons (limited by your mana income and castable only once per turn) would have been an excellent mechanic.[/quote] Meaby being able to summon "Groups" of

31 Replies 98,977 Views

We don't need no city! All they do is pollute, and waste space, and you know they are going to be filled with mindless peasants anyhow, I will conquer the world solo ! ~ K

13 Replies 11,185 Views

Obviously the game wants more attention ! ;) Sorry, don't use screen savers myself, but had to come in with a stupid comment, it does help with keeping your topic on top though. Sincerely ~ Kongdej

2 Replies 11,733 Views

Finished my collection of extra units for each race, and updated my original reply to reflect this. Same link is here for you ;) https://www.dropbox.com/s/afa8vuwqfhisyht/Units.rar Edit: These are the units that were added to the AI unit-list, I don't know what effect it will have if you include them now. Well finished and finished, at least it now have 15 ish

29 Replies 32,408 Views

Fund another bug, but since I am still playing the frogbuild I am posting here. The Magnar unit "Scourge" is wrongly costed, it costs a total of 49 production per unit, but when I design a unit myself with the exact same traits, weapons and assign it the "Slave" racial trait, it costs 24 production, as should the "Scourge" be costed!. I figure you forgot to remove the 25

95 Replies 98,760 Views

[quote who="TreadedWater" reply="8" id="3321401"]I don't really see how additional production could help a dedicated fortress; in most of my games, by the time I start producing units, no matter how advanced they are it only takes 1-2 seasons to produce them. I'd rather have additional hitpoint/attack modifiers.[/quote] I for one rarely finishes building all the buildings in any given city... I usually spend the time producing more troops rather than some crummy buildi

23 Replies 9,172 Views

[quote]Or if you think having Stun makes it too easy to repeatedly disrupt a spellcaster, maybe it could have a chance at disrupting the spell? But then again, maybe it would be good if a defender can repeatedly shut down a single spellcaster. [/quote] Well they are not shut down, they just have to keep away from spells with casting time... ~ K

3 Replies 2,251 Views

[quote who="Frogboy" reply="2" id="3321348"]I've put in code so that on a city's conquest that if it has one of the towers it gets destroyed. Will play around with it to see how it feels. [/quote] Oh! Let us know! :) Sincerely ~ Kongdej

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[quote]So, for balance/challenge, I suggest that when a city with a tower(s) is defeated, the towers should be assumed to have been destroyed during the siege, and the conqueror must start from scratch to build his own.[/quote] I think this is a good idea, only bad part is the owner will lose out on any 1 or 2 turn chance to regain it. Good post, at least for making me consider it ;) (never really liked the spell of making my

12 Replies 5,445 Views

[quote who="sjaminei" reply="9" id="3320928"]It's pretty obvious what is best most of the time, and your biggest concern is crystal vs iron spending.[/quote] Its pretty hard for me to design around this idea, my mission with my own packs was give the AI an increased quantity of units to pick from, which is why I think this post is a good idea, and am sad to see extremely few additions in here, since it would be great to have something to give the AI to toy with.<

29 Replies 32,408 Views

Oh thats cool, although its on some odd 3rd party site, might help me install some games on my other pc's and play them without opening steam , worth looking into :) (Sometimes a computer just runs better the less programs it have to run, like my old piece of... plastic... I keep as a "backup" comp) That poor computer prefers running stuff like.. Notepad ... Paint ... And Dos

301 Replies 1,511,962 Views

[quote who="IlluminaZero" reply="13" id="3321112"]I take it you are referring to elemental (crystal costs) + pierce damage? The chain (slash) and plate (blunt) is pretty straightforward, though illogical(plate).[/quote] What? no ... I am referring to the amount of tech needed for plate armour for one, and plate armour is still as good vs cutting than chain armour is, so there is little point in using chain amours. and besides that, my games rarely get t

25 Replies 55,462 Views

[quote who="DsRaider" reply="5" id="3321111"] Quoting isaac95963, reply 2Another question is it possible to tie loot to a specific trait or ability? I want to create an ability that would allow units to use defeated animal units as mounts. So if my sovereign wins in a fight against an army that contained a hoarder-spider, as part of the loot I would receive a spider mount. I don't think so. You can have monsters drop mount items on defeat but I don't think it can be ti

11 Replies 27,085 Views

[quote who="acare84" reply="235" id="3321104"]I also hate to see "Steam is evil, Steam is bad bla bla..." Don't try the force users hate Steam because of the pointless reasons. I am using it since 2004 and I didn't have a problem with it. So live with it.[/quote] I used it for a long time too, with no problems either :) (didn't remember the yeardate though) . Few problem aside, its just me being grumpy... and I blame the fac

301 Replies 1,511,962 Views

[quote who="emmagine" reply="6" id="3321106"]Thanks for your help, you got my mind working on a more reasonable track [/quote] Oh great... Now I am working to make my own mind work... at all... ;) Sincerely ~ Kongdej

6 Replies 4,815 Views

[quote who="emmagine" reply="2" id="3321098"]no, I want it to show up as a random option. The idea is that this would be a rare option for an upgrade, once I change the chance of it showing up to 25 or so.[/quote] Arh, sorry, also just noticed your high likelihood (first glance just told me you had it ;)). Just my first though, re-edited my first post a few times though, because I didn't feel like I said it all at first, and had to correct it... <span style="font-si

6 Replies 4,815 Views

*shoots all the trouble*... Sorry I had to :) Did you remove one of the other buildings, or set so the city will have more than 3 options per levelup? Edit: Found it here in the " ElementalDefs.xml " To be honest, I can't tell if the code is correct or not, not too experienced with that, but I did notice this one item last time I looked through the definitions. <img src="http://img28.imageshack.us/img28/7779/pathz.jpg" alt="" width="1920" height

6 Replies 4,815 Views

[quote who="acare84" reply="232" id="3321085"]Steam is the future you should learn to live with it.[/quote] So is pollution and death... I am sorry if I am out of line, but don't try to force others to like steam, I hate to see that. ~ K

301 Replies 1,511,962 Views

[quote who="isaac95963" reply="2" id="3321088"]Another question is it possible to tie loot to a specific trait or ability? I want to create an ability that would allow units to use defeated animal units as mounts. [/quote] Again, I am not the best modder, but take a look at the slaver trait, that gives you a certain resource if you defeat humans after a battle. Although you CANT tie it to the class of the beast (as far as the rumours I read goes anyhoo), so you will have to be

11 Replies 27,085 Views

[quote who="willie sanderson" reply="12" id="3321058"]Lot's of "cheating" going on in your games I see. Starting over if you get a bad spot, reloading saved games. Why don't you just go inside and mod it so you are "invulnerable"? heh There is no victory in cheating the game or the setup until you get the one you want. So, you really haven't defeated ridiculous you just cheated it to a socalled victory.[/quote] What is the point of this post except being annoying?

48 Replies 117,436 Views

[quote who="IlluminaZero" reply="11" id="3320992"]I'll miss damage types. It opened the possibility of overly specializing against one enemy army to find yourself at a disadvantage against a differing faction[/quote] My problem is, you couldn't really specialize against a certain damage type, because there were no proper armours for the job... Sincerely ~ Kongdej

25 Replies 55,462 Views

[quote]Each mounted unit i create seems to be stuck between two of the creatures it was supposed to be mounted on[/quote] Are they mounted on several creatures at a time? O_o This is my soldier, which is mounted on a dune beetle, which in turn is mounted on a direspider, which in turn is mounted on a regular horse... I know I am being terribly silly ;) Can't help though, I do think its possible to create a new resource, but other modders have better experience with th

11 Replies 27,085 Views

[quote who="ChrisGos" reply="35" id="3321067"]Now my question. Do i have to redesign units for 1.3??[/quote] Depends on the changes, the patchchanges I have seen so far have no indication that you need to redesign them. Sincerely ~ Kongdej

38 Replies 196,428 Views

Actually, I don't play Altar a lot, so I would love to see some Altar Henchmen designs if anyone had them, preferably some that the AI could use easily! ~ K

29 Replies 32,408 Views

[quote who="harpo99999" reply="2" id="3320892"]perhaps a different take on the defeated sov/champs penalties be, WHILE they are recovering in the town then that town gets a penalty to unrest/growth as that is the nearest location to what defeated them in the first place. harpo[/quote] Nice and simple! I kind of like that version, since it doesn't get too out of control lategame :) Obviously the city is busy taking care of the wounded sovereign

3 Replies 5,821 Views