seanw3

seanw3

Joined Member # 2990919
3 Posts 1,220 Replies 30,228 Reputation

Well, the game is going to be released. Elemental Balance Mod doesn't really describe what this mod does. Any ideas on a new name? I have some ideas. Elemental: Realm of Blood and Tears. *This one describes the user experience I am going for. Hardcore Mod(e) Sunnyworld Stormrealm Realm of Athena Curgen's Mirror Parthenon Master's Affliction

856 Replies 2,046,409 Views

There are two good ways to do this, but both have drawbacks. Since we are modding we can pretty much throw ease of use out the window. But in that respect, adding a new tree would look weird because all the prereq techs would be from another tree. Adding everything to the current trees is one option. It could be done, but you have to really get placement right. The other way would be to not have a new tech at all. Just make the specific new items require two techs. For example, Champion armor

73 Replies 124,133 Views

One thing I am slowly doing is pushing magical armor off to a new tech that requires a warfare and magic tech to be available. In its place you will find defenses against elemental damage, more spell resistance, unique unit abilities and some of the out of place techs. Capes really belong under Arcane Armor. Arcane Armor and Armor should allow one to research Enchanted Armor. Heavy Armor and Arcane Armor would give you Legendary Armor to research. It allows trees to combine without forcing ev

73 Replies 124,133 Views

Yes, but mine will be promotional for my mods. I don't plan on playing vanilla except for the scenarios. I figure Das123 can handle the vanilla intros. Hell, his sweet nectar of a voice will probably add +1 to the metascore.

20 Replies 12,607 Views

Ya, they implemented a tactical battle only match up system that was an interesting idea. But I am referring to the real MP. The strategic MP was a sad state and despite all that DLC money, never once got a single update. I agree that Shogun 2 has a superior format graphics wise for tactical battles. Even using the same strategies over and over seems unique each time because of the complexities of unit formation and the amazing graphics. But the difference is that FE can change and mold itsel

89 Replies 111,541 Views

[quote who="heyhellowhatsnew" reply="21" id="3256482"]frogboy did you fix strategic casting for ai[/quote] It's not going to be fixed as near as I can tell. Maybe in the next update for AI. I believe there is a long thread for this, but it was a while ago we asked for this and no luck so far. I am currently just upping the AI Value to see if that works. I'll let you know.

38 Replies 152,523 Views

I have 10 Init, regen is at 10. That would be 10/10 = 1 per turn. Then later I get 20 Init and my regen spell is still at 10. That would be +.5 per turn. So no matter how high your Init goes, you will get the same amount of health.

16 Replies 26,187 Views

Doh! [e digicons]XO[/e] Well if you are tired of feeling like a god when you play, you could always switch over to my mod tomorrow. It makes you feel like prey. Go ahead,,, try playing as Pariden. [e digicons]:)[/e]

38 Replies 152,523 Views

There is a problematic thing with adding initiative and taking it away. Doing both is even more problematic to the model. For one thing, adding 50 Init for 4 turns means you get 3 extra turns. But after you lose that Init, you won't get another turn, until the 3 you just got would have happened. It's almost as if the system is dividing Init by number of turns over a round. But we have specific data, only observational evidence. Likewise, adding permanent Init allows several extra atta

16 Replies 26,187 Views

Nice. Oh and the bell chimes I asked for are absolutely divine. Loved that part of the interviews. It was a little disturbing to see the similarities between this fake video of work environments and the ones Saddam used to put out. You aren't fooling anyone Derek. Now show us the dungeon where you keep the slaves! [e digicons]}:)[/e]

38 Replies 152,523 Views