[quote who="Grizzyloins" reply="3" id="3279238"] do the mods download directly to the game or must one still do different cr*p for each mod to work?[/quote] and THIS, ladies and gentlemen, are why mod communities are inherently relegated to the sidelines. people are stupid. and lazy.
NanakoAC
Suddenly, the mod community gets a celebrity visit :O I've still not looked at mods for FE yet. I'm not certain if i will. I've always been a huge supporter, and at times, developer, of mods. I cut my teeth doing art for FFH ^^ But i'd like to see how FE turns out first. In my experience, modding, for me at least, has always been the port of call to turn to when the official developers have all but abandoned a game. A good game, which didn't quite hit
I want to bump this because, humor aside, it's an important topic. The initial sovereigns, and most likely the starting traits and professions too, are in need of optimising and rebalancing. Adventurer seems appropriate for relias in concept, the effect of it isn't actually useful to him. perhaps that needs replacing with something better
[quote who="Wizaerd" reply="3" id="3279157"]I've not come across this before, so thanks for the new info! However, is there any visual cue as to how many times it may have been researched?[/quote] yes there is. You can hover over a value somewhere (i think, within the details page of a city) to see the structure of bonuses that forms a final value. Hovering over a city's gold output will say something like: Refined economics: +4.5 you'd
I wanted to open the discussion on a topic that annoys me greatly. Permanant circumstantial bonuses. Some examples of what i mean are: Impulsive trait, from strike garrison Bonus defense from blacksmith/armorer/etc Bonus initiative/HP/defense/attack from city enchantments These bonuses have several attributes in common. They're gained only on units that are built under certain circumstances. They're "free" (ther
[quote who="AlLanMandragoran" reply="3" id="3279100"]Are you loading saves from a prior version in a current version? From what I understand that is not recommended as it can cause crashes. Now crashing from saves in the current version is another story...[/quote] i'll confirm that this happens when loading saves in 1.02, that were created WITH 1.02. no cross-version loading.
to clarify what lordxia said, you gain a stackable bonus. If you research refined economics twice, you'll have +20% gold. The total gold bonus increases by 10% each time. If you research it 10 times, you'll get double gold (theoretically. usually there's other bonuses though) All the bonuses in this game are worked out from the flat values first, and then multiplying with the percentage bonuses stacking additively. If you h
[quote who="pdifolco" reply="9" id="3279074"]Nanako Why would wearing or wielding anything make you faster ? I take a dagger and pweh I'm faster ?? [/quote] wearing wouldn't. Unless it's a magic pair of boots or something, anything you wear is going to slow you down. What you have to remember here is that we're not talking about speed. we're talking about speed IN COMBAT. it's a lot easier to swing a sword than it is to punch someone, because
that sounds like incorrect behaviour. When it's working correctly: the spiders would not move when you end the current turn would not move at the end of your next turn WOULD move at the end of the turn after that. If that's not the behaviour you're seeing, then it's bugged
agreed. this bug makes it really boring to use on a champion
passive xp in this game is pointlessly weak. I much preferred the method in Fall Farther, where there's an amount of xp given per turn, but also a cap. unis above that value won't gain any extra xp from staying stationary.
the chance for success with ai quests should be based upon a linear arithmetic system similar to the dodge/accuracy formula. In that if someone is below a certain strength, the chance for successfully completing the quest will be zero. (and likewise if they're immensely strong, the chance on baby quests would be 100%, thus removing the randomness there) That done, the ai should then be coded not to attempt quests if they don't have a reasonable chance of success (>=60
um, wow. it looks like your image got converted into text data somehow
i have this a lot too. It's specific save files that refuse to load, not that loading breaks in general. The game has always crashed far too often while loading, but since 1.01 i've been getting this issue where specific saves refuse to load no matter how many times i try. It most commonly happens to autosaves actually.
[quote who="pdifolco" reply="6" id="3279034"]BONUSES would be better [/quote] No they wouldn't. That kind of retarded attitude is what causes power creep in MMORPGS. Everyone wants "balance" but nobody wants to see their favourite thing nerfed. It makes no sense. If a problem needs solved, you solve it. you don't readjust everything else to create an environment suitable for the problem to live in. [quote who="pdifolco" reply="6" id="3279034"] + init when
yeah, it's a minimum distance thing. Any tile that's within a certain distance of another city is barred from construction, even if it's fertile. I really find the current system strange though. It seems fairly arbitrary which sites are considered fertile enough. There's plenty of grassland tiles which aren't, and plenty of desert tiles which are. I don't really understand the design decisions at work here. I guess maybe it su
oh. why shouldn't mosnters have counterattacks? they certainly don't get an infinite amount of them. and if you're needing more than 2 hits to kill a great wolf, you're doing it wrong
[quote who="Frogboy" reply="18" id="3278854"]We get occasional emails to support complaining that we need to quit "spamming" updates and instead wait until they're bigger and then release them. It's hard to know how representative that is.[/quote] The negative voices always shout the loudest, but are rarely the most numerous
i have no idea what the OP is talking about. needs better grammar :( what is M&r ? the great wolf isn't much of a threat. I't can't counterattack when it's dead. The flock of little wolves with boosted damage are a bit more of a threat, especially to any unarmoured target. Maul does NOT trigger on a counterattack. I'm not sure if backswing does, i've never tested that. there aren't many ways for a unit to have both of those abilities.</p
I wanted to open discussion on this topic. I feel that mounted units are in need of a bit of rebalancing. Given the option, why would you ever choose to not have a mount ? Depending on exactly which mount you have, you get extra movement, immunity to being knocked prone, and (depending on exactly which mount) bonuses to evasion, initiative, and/or carry weight. As far as i can tell, there isn't any downside to these things. Mounts have no labour cost
As to the regularity of updates, no it's far from annoying. Computers naturally gravitate towards more communication, not less. Frequent updates become more and more tolerable over time, (not that they were much of a nuisance to me anyway) and in my case since i have steam, the frequency of updates is largely irrelevant as the updating process is done in the background without pestering me. i just start up one morning and find the version number incremented, and some bugs gone. Ri
This seems like a bug, or at least a design oversight.
for what it's worth, i'm still getting frequent crashes, especially when loading a save file. I've been playing since 1.0 and i've not noticed any change in processing times between turns. however the game does seem to run at a higher framerate than it used to. Aside from CTDs, the second most common crash is when the game hangs endlessly while processing between turns, it occasionally seems to stop doing anything, and the next turn just doesn't start I get an occa
i agree with a dodge penalty, that would help. I also think there should be slightly more resolution to it. Like 3-4 tiers of penalties instead of two. Perhaps as well, we could have -1 movement at the highest level of encumbrance. Regarding mounts, yes they are silly and overpowered. There's basically no reason NOT to have a mount. that's an issue which needs addressed.
I agree, i've seen this issue several times. The AI seems able to spontaneously cancel Non Agression pacts, and "Demand tribute" treaties (where they give you money) In many times i've seen these treaties just mysteriously end, sometimes just 2 turns after they were signed. There's no option to reinstate them, in the diplomacy window they just vanish. I'm not sure what's causing it, my best guess with the tribute is that they decided to send