Fezziwig

Fezziwig

Joined Member # 4955257
26 Posts 115 Replies 9,000 Reputation

[quote who="Fallenchar" reply="8" id="3482912"] Sadly, some people (devs and players) continue to confuse Mage heroes with the Mage-type units. Like Joeball said, Mages need to cast spells as quickly and efficiently as possible. If you've got enough mana to burn, you'll never use a basic attack. A dagger, with the initiative bonus, is still the best weapon for a Mage. Also, they allow you to use a shield. There are a couple of useful robes however (2 or 3?) which reduc

14 Replies 25,527 Views

I think this might have something to do with the simultaneous execution of AI moves, perhaps? The spiders both web before the status is checked? Similar to how two AI units can end up on the same tile in the tactical combat map? Otherwise it should have been an easy fix.

3 Replies 5,388 Views

Well, that might be one fix, but it shouldn't require us to set the AI to a different difficulty level for them to be on par with the other factions controlled by the AI. This also defeats my "random" enemy selection anyway--to do that I would have to choose the Dead and give them that higher difficulty than the other AI if I wanted them to get more bonuses. Essentially the difficulty level is just a cheat anyway, as it gives the AI more resources, so why can't some benefi

4 Replies 7,199 Views

Come on Stardock, this has been posted and talked about for many months and no response has ever been posted. The AI has no clue how to play the Dead and they are always so far behind in games that they are effectively broken as a faction. It's annoying because I like having random enemies but I don't want the Dead ever selected until Stardock comes up with a work around for the AI or rebalances the Dead.

4 Replies 7,199 Views

I agree with the experience problems/balance in the game. Because we have the potential to have so many Champions in the game, something should be done to ensure they can level properly in the late game. It seems counter-intuitive to just have relatively useless paperweights sitting unused in cities in the late game. Besides adjusting XP or late game spawns, one thing I have tried is giving the Adventurer's Guild a boost to 5xp/turn. Otherwise, quite frankly, the

16 Replies 32,165 Views

[quote who="mqpiffle" reply="8" id="3479856"] Quoting Fezziwig, reply 7 Nobody ever answered my earlier question--where do I find this trait? It's obviously not part of a trait tree for a class so is it only on items? There is a single hero who has this trait. It cannot be learned by anyone else.[/quote] Thanks!

18 Replies 22,610 Views

Well, I've been playing 1.7 for a bit now. Besides the other bugs already mentioned, I keep hoping for fixes for the following: 1. Something about the simultaneous turns makes the AI ranged units end up occupying the same square during tactical combat. This game is too good to not fix this. 2. Path to Exile Quest: The Hailstone Staff reward is not good enough any more with the new Mage-centric weapons. It is 12 At

2 Replies 27,079 Views

I'd still like some of the following issues to be addressed: 1. The Dead are a mess as far as the AI is concerned and present NO challenge on any level. I think they can be fixed with some balance. Giving them some added population growth early somehow could help. 2. Outposts need some work -- the AI cannot upgrade them at all as they are implemented and they need to be fixed so th

206 Replies 505,265 Views

[quote who="bralex" reply="19" id="3442661"] The report on 1.6 is good info, glad to see information starting to flow. Did I miss the ETA? Fezziwig, I'd go one step farther, or sideways, or whatever, and add that quest rewards (beyond the very earliest ones, at least) should be unique, and never found in goodie huts. I had a game with 3 Heartseekers, for example, and another with 2 Druss blades. Also, some fairly generic weapons (like Brutal Trog Scimit

206 Replies 505,265 Views

Some good changes so far. There are a few easy fixes to quest items that probably should make the cut. One example that comes to mind is the one with the guy trapped in ice. I believe the end reward is a Hailstone Staff, although the Hailstone Staff is really worse than the fire staff you get as an intermediary step in the quest because of the Initiative penalty on the Hailstone Staff. That's because the Hailstone Staff is an item that you can research and has we

206 Replies 505,265 Views

Derek, This is a great start. Here are some issues that I've seen discussed elsewhere: 1. The Beastmaster trait and tamed creatures bug. Any news on this? 2. The Dead are a mess as far as the AI is concerned and present NO challenge on any level. I think they can be fixed with some balance. Giving them some added population growth early somehow could help. 3. The AI still has wonky behavior as fa

206 Replies 505,265 Views

[quote who="webusver" reply="170" id="3433991"] Fezziwig, try to restore original English folder from backup, then apply the mod files. If nothing helps new install from steam is always a good option. Guardianru, that text about Elemental Editor is present just because it was copied and pasted with the other code. I use Notepad++ and with additional modules it's good to find and replace lines of code in many files.[/quote] Wait, to clarify--both fil

381 Replies 1,647,507 Views

[quote who="webusver" reply="167" id="3433979"] Fezziwig, that file is needed in only-sp folder. You can take either mine, or default file. They are the same.[/quote] Web, something is NOT working right then. If I delete the other file yours DOES NOT work.

381 Replies 1,647,507 Views

[quote who="webusver" reply="163" id="3433973"] Is there a unit " Beast Hunter"? I didn't find it on my computer. I searched through monsters and units lists but found nobody with "Hunter" trait. Could it be from some other mod?[/quote] Web, I see you're posting at the moment--any response to my last post above? Thanks.

381 Replies 1,647,507 Views

Hmm..I must have done something accidentally the last time I updated. I can't see any research all of the sudden--the screen is just black. This is after starting a new game. I wonder which file I am missing. Where is the techs file located? Edit - Ok, I figured out the problem and hopefully Webusver ("Web") can tell me why this is happening. Earlier Web said that we did not need the "Techtree_Amarian" file in the "Only-SP" folder. We only neede

381 Replies 1,647,507 Views

[quote who="Apheirox" reply="136" id="3433379"] What you should consider about the gold, however, is some of the Commander class' Merchant traits: Because gold is much more abundant these traits are worth relatively much less than normal since they still keep the same values as they had in the unmodded version. I'd suggest considering increasing the value of all these Merchant traits up to perhaps 5 times as much. Unless, of course, you plan to change how gold works completely.[/

381 Replies 1,647,507 Views

[quote who="Guardianru" reply="118" id="3433073"] About wages yes, solution is bad, but... i has for example 6 cities, 100+ income and about 14 gold spent on wages only. AI has minimum 67% boost on income and every time i see its treasury (ally with 6 towns too) - with 3000+ gold and about 5-10 armies along... may be another way is tio upgrade cost of late buildings and give to some of them - metal and cristal and else like horse/wargs ets prereqs and costs? [/quote]</p

381 Replies 1,647,507 Views

I just found the Golden Shortbow as a loot item and it does not have the Rain of Arrows skill associated with it. So far I'm enjoying it in the early game. Yes, in the original game, unrest did affect gildar income as well as production and research. That doesn't mean it has to be that way in your mod, as long as you balanced it with that in mind.

381 Replies 1,647,507 Views

Question: After installing I now see in the "Only-SP" folder two files: Techs_Amarian Techtree_Amarian Are they BOTH supposed to be there?

381 Replies 1,647,507 Views

[quote who="ailawiu" reply="93" id="3432510"] Every single unit can do anything - bash, maul, counterattack and attack wrong target. This does make spears quite good, especially one handed spears. Perhaps even too good in case of the latter, as shields work very well against archers in this mod. On the other hand, counterattack damage is only 20%, compared to vanilla 50% I believe. So it's not that big of an issue... well, except for the fact that you ca

381 Replies 1,647,507 Views

I've been playing as Tarth and one odd thing I noticed is that all my units are getting counterattacks!? I don't see anything in the unit/faction descriptions that has been changed to give them a counterattack, but maybe I am missing something? I guess basic swords now get one additional counterattack (swords also get a Backswing?) over other weapons? If this is the case, I'm a bit concerned that Spears are overpowered because they apparently nullify all these co

381 Replies 1,647,507 Views

[quote who="webusver" reply="88" id="3432290"] Please report about all issues, I'll fix them as soon as possible.[/quote] Ok, I downloaded tonight and I'll give it a proper go tomorrow. One minor typo I noticed--in the description of the Diplomat when creating a new sovereign Gildar is misspelled as "Guildar".

381 Replies 1,647,507 Views
Reply to N/A in FE Multiplayer

Yep, I think I've played enough at this point to know there is indeed an issue. In games where I get the cursed bell, I get like 5 cursed bells as loot. In games where I find a bow as a loot item early, all of the sudden I find bows all over the place. Other games I won't ever find a bow. This needs to be looked at.

40 Replies 83,789 Views