Ashnal

Ashnal

Joined Member # 4876636
1 Posts 40 Replies 3,848 Reputation

[quote who="Mitroll" reply="33" id="3347005"] It kind of sounds like much of the complaint is that the bots always "play to win", and some people want to play in a more RP setting, where at least most of the bots have some kind of desire for peace, rather than being constantly focused on achieving one of the win parameters. Currently, if you're a small country with little army, bots get so mad at you for it that they're willing to commit suicide by sending most of the

63 Replies 141,067 Views

[quote who="Tattyhat" reply="24" id="3346711"] Quoting Ashnal, reply 15 Overall, I must ask, how do you expect the AI to behave? How do you want it to behave? I would like the AI to take war seriously, only declaring war as a last resort. As it stands the AI acts like a school yard bully, declaring war on me simply because I won't give up my pocket money. I would also like the AI to only talk to me when it ha

63 Replies 141,067 Views

[quote who="Tattyhat" reply="11" id="3346559"] Its not so much it being hard as it being the AI pestering, nagging and griefing me. It just interferes to much. Who's game is it, mine or the AI's? [/quote] So, why don't you just play a game with 1 AI on a large map? You seem to enjoy questing and city building. One AI on a large map would give you plenty of time to fight monsters, quest and level up before you deal with the AI. Another g

63 Replies 141,067 Views

So something akin to Titan Quest ? I do think there should be less filler talents and more interesting talents though. Even if it means reducing the total number of talents and leveling speed to compensate.

17 Replies 88,534 Views

[quote who="Publius of NV" reply="2" id="3332707"] I just saw something similar (not the placement, but the swarm). I had an army with 2 heroes, and the starting spearmen and militia, rated Medium. Went on a "weak" quest that had me up against 4 wolf units. By the time the wolves finished attacking with their swarm, my entire front line was dead and my sovereign went next turn with my only action being 1 attack.[/quote] The difficulty indicators for quests have

41 Replies 52,310 Views

If any of you played the Master's Affliction mod for FE, that's what I want. Simple improvements you can build that add specific defenders to your cities. Research unlocks improvement upgrades, e.g. Town Guard > City Guard, which upgrades their equipment and adds to their numbers. Conclaves had access to mage towers which gave mage defenders, and fortresses had some higher tier mounted defenders. It doesn't quite add defender customizability, but it does allow t

26 Replies 95,688 Views

[quote who="OliverFA_306" reply="13" id="3330213"] I agree with what has been said, adding resource carryover eliminates unfun micromanagement. Or, alternatively, if the desginers don't want production to carryover, convert the excess production into gildar. Or, second alternative, make production carryover for fortress but convert it to gildar in towns and to research in conclaves. The conversion rate would be the same as when the city is building research or

18 Replies 33,811 Views

[quote who="mqpiffle" reply="44" id="3329638"] Quoting Ashnal, reply 43Battle Cry from the Rise of the Magi I would love to take credit for that, but it's a vanilla FE spell.[/quote] Oh it is? I had never seen it before I started a game with RotM, Perhaps it was inclyded ina patch while I was playing.

74 Replies 255,535 Views

Overall it was an interesting watch. I have one suggestion though. Upon choosing a path the champion should get a path defining ability that changes the way they play in tactical combat over a normal unit. For instance, a defender might get a taunt usable every 2 turns that forces the target to attack the defender on its next action. Say later on in the tree this ability has an upgrade allowing it to hit two targets, or allowing it to be used every turn. Say the assassin get

74 Replies 255,535 Views

[quote who="willie sanderson" reply="6" id="3325107"] I don't see it being needed as there's always waste in production if you've ever worked in manufacturing. A lot of it is human waste but it's waste just the same. No, not that kind of waste but humans taking extra breaks, going to the restroom before their break then going again after their break. THen their bs session waste of time until a supervisor or management walks near or by. There's a lot of TIM

18 Replies 33,811 Views

I've noticed that resources like production, research, and experience do not carry over their unused amounts when completing a project on to the next project. For example lets say a militia unit takes 300 production to build and your city is pumping out 200 production. The first turn the unit will still be in the queue with 200/300 production complete. The next turn the unit will be completed with 300/300 production with 100 left over and the next project assigned, to start at 0 productio

18 Replies 33,811 Views

So I found a slight problem with Avalanche. It says the target needs to be next to a mountain. Problem is, All "Mountain" terrain tiles are surrounded by impassable "Mountainside" terrain. So basically, either make the spell usable 2 tiles from Mountain terrain, or within 1 tile of the Mountainside terrain.

169 Replies 441,908 Views

Hmmm FE has an interesting system. I believe all units gain initiative at the rate listed into a pool, and the first unit that is >= 100 takes its turn. Upon taking the turn, 100 initiative is subtracted from that units initiative pool. This seems to eb the way things work after I looked at the Flurry ability from the Master's Affliction mod. The MA Flurry ability gives a +100 initiative self buff that lasts for 4 turns, causing the unit to fill its initiative pool instantly af

13 Replies 145,261 Views

So, I love the concept you have going here. Unfortunately, a few things are quite broken. First, the +essence trait. While it only gives essence while the governor is present, it does not lose the spell slot upon the governor leaving. This encourages the player to send his governor to every city and cast an extra free enchantment on every one. Even ones that will end up with 0 essence still benefit from things like enchanted hammers. Neither Pious Farmers G

12 Replies 6,942 Views

[quote who="Borg999" reply="12" id="3323981"] Quoting kangon, reply 11the decision now on what magic schools to take is far from a no brainer, as is evident with your post. You want a good dd spell take fire or death. you want spells that help your city produce more go with earth. want more gold go with air want to help your units on the tactical map go with air, life or earth, want to hinder your enemy on the tactical map go with water or death. and so on and so on.&nb

27 Replies 31,658 Views

I'm gathering from your posts that you're more of a simulation gamer than a strategy gamer. Strategy gamers make up the most of this forum. We like choices, and games are all about presenting the player with choices. The sum of our choices are what makes us win or lose. Technology being a static tree appeals to strategy gamers because it allows us to decide what we want to research to fit into our master plan. It makes the game feel more like chess really. The simulati

13 Replies 21,460 Views

Hmmm. You know i hadn't really thought about crafting in FE, as it already has a lot of user-designed elements in typical gameplay. You could add it as an extension of unit design. Instead of designing your units from prefabbed equipment, you design their equipment as well. Your options would be limited by the resources you have available, as well as techs you have unlocked. So for instance, instead of having the lightning hammer unlocked at enchanting in the magic tree, the tech

58 Replies 171,794 Views

I would love to see sean's cutthroat balancing techniques applied to Stormworld's content. Great mechanics + great content = greatest mod ever!

856 Replies 2,035,096 Views

Offtopic: Ey Sean, if you're on Matherson with the NC I'd love to play Planetside with ya. If you're on Matherson and NOT NC, well I might have to put a bullet in your head :)

856 Replies 2,035,096 Views

I think it's pretty silly that the devs say they don't want to support snaking cities giving advantages to players when it still does currently. They took out one incentive to snake a city, but none of the others. Honestly I think the teleporting units thing is lame, but all the other snaking aspects are cool, like snaking to a resource to make sure monsters can't raid it, or blocking a pass and using that city as a defensive fortress. I'd love to see the AI be taught

27 Replies 27,157 Views

Also I'd like to report that I casted Hold on a bear, but the bear was still able to attack me while the spell was in effect. Also, bears are able to switch targets and continue attacking after killing one of my heroes. Is this intended?

856 Replies 2,035,096 Views

[quote who="seanw3" reply="682" id="3274420"]e problems would be a vanilla game problem. I have not personally noticed any issues. Evade is indeed intended as a temporary defensive spell. One thing to know about maul is that it no longer subtracts accuracy. Instead, we have it set up to multiply accuracy by .75. That creates a slightly more uses trend of reduced accuracy so that units with high accuracy are not getting dozens of strikes. But your example does seem to be unlikely regardless. N

856 Replies 2,035,096 Views