OliverFA_306

OliverFA_306

Joined Member # 3163627
0 Posts 12 Replies 10,060 Reputation

I know the solution!!!!!!!!! [e digicons]\o/[/e] [e digicons]\o/[/e] [e digicons]\o/[/e] [e digicons]\o/[/e] [e digicons]\o/[/e] [e digicons]\o/[/e] [e digicons]\o/[/e] [e digicons]\o/[/e] [e digicons]\o/[/e] [e digicons]\o/[/e] [e digicons]\o/[/e] [e digicons]\o/[/e] [e digicons]\o/[/e] Make the injury autocast a battle spell, and give the permadeath through that spell. That way if the unit dares to go to another battle, it will be the last [e digicons]}:)[/e]

30 Replies 45,390 Views

Another idea. What you want is to make the unit able to cast spells. Perhaps you can equip the unit with an item that unlocks the spell. Like the "BottledFire" item. Unit UseSpell BottledFire Remove the cork to do 16 fi

30 Replies 45,390 Views

[quote who="Wizard1200" reply="29" id="3346793"] Quoting OliverFA_306, reply 28but the other change that I dislike is reducing maximum trained troops from 7 to 6. It reduces the epic feeling. I know that Elemental/FE/LH are not games about huge numbers of troops, and I like that, but reducir the maximum soldiers per unit from 7 to 6 is maybe too much. I would even increase it to 8 or 9. That would make balancing the heroes and troops even more difficult, because a group with

40 Replies 58,594 Views

I suppose those experiences form part of the modding difficulties that previous modders complained about and that I did not fully understood until now :( It feels very frustrating to have elements (tags, commands, or wathever you want to call them) that behave differently depending on the place they are used. Is like Production Requirement being scaled by the number of soldiers in the unit but ProduceResource not being scaled [e digicons]8(|[/e]

8 Replies 7,728 Views

[quote who="sxyz123" reply="9" id="3346589"] Not sure I see the problem with its removal. As I understood it, basically encumbrance was just cut off points for effecting initiative. Items that raised encumbrance, were effectively just "plus" initiative items . Now each armor piece directly effects initiative. Items that would have let you carry more, now raise initiative (and the few that got "broke" like strength/muscle I assume wi

40 Replies 58,594 Views

I have not playtested it in the official build, but I modified the game to give this skill to several starting champions and the result is that I only got a flat 10% unrest reduction no matter how many champions with that skill I have. How did I think about doing that? I was trying to get an effect that scales per unit for my population mod and thougt about copying the Administrator 3 effect. Then I realized that it was not working.

8 Replies 7,728 Views

Wouldn't it be enough to have your sovereign produce 1 unit of a unique unstored resource and then have this resource as production requirement for the spell? Don't know if spells can have production requirements, just brainstorming a little bit.

3 Replies 5,821 Views

[quote who="Wizard1200" reply="11" id="3346329"] I think the scaling is a huge problem in the game design and it would help if the spells scale only with the abilities of the hero. The shards should give the player different kinds of mana (air mana, earth mana, ...), like in Disciples, and a player should be able to convert mana at a rate of 2 : 1.[/quote] I agree 100% [e digicons]:thumbsup:[/e] Looks like material for a mod ;)

14 Replies 14,634 Views

[quote who="animageous" reply="8" id="3346316"] Out of everything on here, this. I agree with this. Super adept level 500 mages still cast level 1 spells at exactly the same power level as a level 1 mage you found passed out in an alleyway somewhere. This makes no sense. Fix this.[/quote] I know I am going against game design, but probably the issue is at the base, at basing the spell power mainly on shard nodes. Because resource nodes are more important than caster pr

14 Replies 14,634 Views