joeball123

joeball123

Joined Member # 3255849
1 Posts 314 Replies 476 Reputation

[quote who="Marty Ward" reply="14" id="3429588"]I meant when they are initially built. I thought there was a box you could check in the Game Options to do this. Is the choice to automatically use the best armor/weapons available a global setting or can you tell mages not to take the best armor and everyone else to take it?[/quote] The only option similar to that of which I am aware is in unit design and is specifically for what the units get equipped with when trained. It allows you t

16 Replies 35,750 Views

If there are more items than will fit in the shop window, yo u should be able to scroll in the shop window using the mouse wheel, or by holding and dragging the scrollbar that should appear on the right-side of the screen in the item purchase window. One thing that I must ask, though, is whether or not you're sure you were at the correct shop - an apothecary will only add its potions to the shop window if you're within the correct distance from the city (don't ask

2 Replies 4,397 Views

[quote]But what if Civic (like Scholar gives +10% research) will also give +25% gold for all the game, would this be worth taking this trait?[/quote] I don't think that +25% gold income would be worthwhile. Money just isn't worth that much in the game due to how expensive rushing anything is and how much it costs to buy stuff in the shop, with cheap items and low rush costs costing tens or even hundreds of turns worth of income. A 25% income bonus might sound nice, but it'

20 Replies 132,434 Views

There is a complete list of the unit traits and abilities which you can find in the game directory. Go to the install directory (probably C:\Program Files (x86)\Steam\SteamApps\Common\FE LegendaryHeroes, if you installed in the default location), go into the Data\English directory, and find CoreAbilities.XML. All traits used for unit design are in that file, which gives the trait name displayed in the game, an internal name used by the game for that trait, the production cost (if any) for the

2 Replies 9,325 Views

[quote who="Marty Ward" reply="7" id="3425224"]Is Fear considered a spell?[/quote] Yes. It's even a resistible spell, though I don't know that I'd go out of my way to design custom units with high spell resistance just for a dragon fight.

17 Replies 30,320 Views

[quote who="annipanni" reply="2" id="3424818"]One question... how does one actually start up an alliance? I have the alliance tech and good relations with a couple kingdoms. I already have a non aggression pacts and treaties with those kingdoms. The option to strike up an alliance is nowhere to be seen in the treaty window. Do they have to also have the tech or something? Is it a bug? Or am I just dense?[/quote] I do not think that the faction with which you are attempting to ally nee

8 Replies 10,729 Views

[quote who="WIllythemailboy" reply="370" id="3424712"]3. As I have stated previously, you are 100% completely wrong here. Your particular play style may make tactical control truly optional, but others do not play the game the same way you do. Personally, if I'm not playing at 100% capacity I feel like I'm coasting, and that robs a lot of replay value out of a game. Again as I've said previously, if autoresolve is acceptable if it comes within 5% of what I'm capable of doing m

411 Replies 1,959,886 Views

First off, I really cannot say that I'm particularly concerned about the balance of custom factions (or any lack thereof). It is very easy to create a faction which is significantly stronger than the default ones, just as it's easy to create a custom sovereign who is much better than the default sovereigns. Also, Shadowbolt costs 18 mana before reductions, not 8 (although you might be able to get it down to 8, since just by being a Mage you get a 25% reduction in tactical spel

10 Replies 26,964 Views

I don't know that there are any resources specifically for the Diplomatic Victory. However, what you'll need to do is research the Alliances technology in the Civilization tree, and you'll need to be at least as strong as the nations that you want to ally with, because the AI Factions will only rarely ally with anyone weaker than they are. It will also help if you have positive diplomatic modifiers, such as the Diplomat sovereign profession, and give the factions you wish to ally

8 Replies 10,729 Views

[quote who="lecek" reply="364" id="3424455"]+1 No to tactical combat. As has been posted many, many times before this isn't an RTS. It is a grand strategy. While I agree the system in GC2 was too simple, we already know better is coming. I so don't want to spend hours on hours micromanaging battles just because auto resolve isn't as good. Nor do I want to auto resolve every battle because I can't compete. And if auto resolve does just as well, then whats

411 Replies 1,959,886 Views

Why make the shipyard a separate program? You could give the shipyard an 'archive' button which moves the ship file to a folder which doesn't get loaded by the game at least as easily as making a separate program just for the shipyard function. The only value in having the shipyard as a separate program is that launching the shipyard would load a smaller portion of the game files than launching the full game would. Additionally, while I am rather doubtful that you intended

8 Replies 25,924 Views

[quote]What's the best way? I usually end up as toast.[/quote] Spellcaster with access to the Kill (Death V) or Manablast (requires completion of a specific quest, and you need to have a lot of mana for Manablast to be as effective as Kill; if you don't have much mana, don't bother with Manablast) spells and high spell mastery. Maybe some fodder units or a good tank unit or two to occupy the dragon for the duration of the casting time, and possibly an extra round of castin

17 Replies 30,320 Views

[quote who="merlinme" reply="15" id="3421451"]Comprehensive answer as ever by joeball, but note that the level 3 threshold (as of 1.4? I think) is now 120 population, not 150. I haven't checked the other levels.[/quote] Oops, yes, it is. Current (1.4) population barriers are 50/120/250/600. Sorry about that, I'd forgotten that they changed it. That makes the current food per grain requirements into: 50/120/250/600 25/60/125/300 17/40/

30 Replies 46,023 Views

Also remember that you can pick up Hydromancy as early as level 4 on your sovereign or a champion, if you go up the Mage path and don't mind taking 1 rank in Prodigy. On a 4-essence tile, that's a 100% bonus to food, or a 125% bonus to food on a 5-essence tile. This means that the 2/3/4 tile is more like a 4/3/3 tile if you're concerned about the food, which is clearly superior to the other options (which are more like 6/3/1 or 5.25/3/2 tiles, if you use the same enchantment on th

30 Replies 46,023 Views

As phazonfreak said, check your targets for resistance or immunity to poison damage. Also, how many Death Shards do you have? Dirge of Ceresa isn't that good of a spell if you don't have a fair number of Death Shards boosting it. [quote who="mospel" reply="1" id="3421171"]Alternatively the resist chance is that high that the spell is a total waste of mana. Does not even hurt very lowly creatures at all.[/quote] Resistance chances do not vary with the spell being cast,

7 Replies 42,651 Views

[quote who="Fallenchar" reply="4" id="3420910"]Edit: Azunai blitz-posted before me . Well, ok, maybe +5 init and damage on troops is enough to win most games. I never tried...[/quote] Well, to be fair, it's only +4 initiative/fire attack/defense/health unless you have some way of boosting essence. I personally would take the 2/3/4 tile and make it either a Fortress or a Conclave, depending on how aggressive of a game I want to play and the strength of the nearby monsters.

30 Replies 46,023 Views

[quote who="merlinme" reply="9" id="3416960"]I can't remember the exact critical calculation, you can find it on the forums somewhere, but it's worth pointing out that you can get a critical and still be in the normal range of damage if you didn't cause a critical.[/quote] Critical hits deal double damage if there are no other critical damage bonuses involved, so the only way that a single-figure unit can have a critical hit which still falls into the standard damage range

18 Replies 7,791 Views

[quote who="Gaunathor" reply="350" id="3420371"]Star Wars #6 (book? chapter?) -- the third one released. When the Rebel Alliance is planning the attack on the second death star.[/quote] The title scroll for the Star Wars movies uses "Episode", followed by a Roman numeral. [quote who="Ashbery76" reply="347" id="3420140"]Many Bothans died to bring us this information.[/quote] So? Many humans, Mon Calamari, and Ewoks died making use of it (possibly others, as well), and t

411 Replies 1,959,886 Views

[quote who="yarodin" reply="138" id="3420084"]That's right - otherwise, a planet 30-45 parsec (2-3 squares) away from its sun would be a bit on the frosty side... [/quote] Out of curiosity, where did you come up with a 10-15 parsec per tile number? The only things that I can see in that number range are estimates of the size of tiles in the neighborhoods of planets and stars, but those numbers are in AU, not parsecs. Also, I'm reasonably certain that a planet 30-45 par

141 Replies 496,453 Views

[quote]One small request for ship designer options. Please allow components/modules to be mounted inside the ship chassis, as opposed to only being able to be mounted externally. Although I really don't care for Star Trek, I do like the visual idea of the Borg ships as just huge squares in space. When I first started playing GC2 I was disappointed to learn that the "square" hulls still required components to be mounted on the outside. (this also solves the ship desi

3 Replies 14,048 Views

[quote who="Lucky Jack" reply="124" id="3419623"]ship traveling at 0.1c about 5000 seconds to travel 1 AU. That is quite a bit longer than 10 AU in 500 seconds.[/quote] 1 AU = 8 light-minutes = 480 light-seconds. So yes, I made a math error. Thanks for catching it. It's still too little time for ships with relatively normal speeds in GCII to be taking a full move action, unless the ships are either accepted take very different amounts of time for each move action or are accepted t

141 Replies 496,453 Views

[quote who="michaelwhittaker" reply="120" id="3419371"]I do know that 30 Au's is the distance to Neptune. 930 million miles is still a long distance. That is what u suggested. If I can't thwart a player trying to throw me out of his space on multi player playing against real people then I don't want to be able to throw people out of their space. I though the way people could try to throw u out of their space on Civilization 3 was quant or cute. On Civilization 4 it sucked. It was

141 Replies 496,453 Views

Michael, two requests for you: Don't bring Star Wars (or Star Trek, or Babylon 5, or Stargate SG1, or Firefly, etc) in to explain operating characteristics of the various ship components in GCII. There's no real similarity between what we can see of the GCII Hyperdrive and the Star Wars Hyperdrive aside from the name and that both are superluminal travel devices. The general behavior of the GCII superluminal drives seem to be more in line with Star Trek warp drives than

141 Replies 496,453 Views

[quote who="Tyrantissar" reply="109" id="3418776"]4. The ability to use a constructor to plant long ranged mines with hyper drive modules which NO ship can pass (only the owner of the space mines can see them to be fair and autopilot of the owner automatically avoids them) NOTE: I AM Fed up with the conversation on space mines, I will end it forever with this single picture.[/quote] Adding hyperdrives to mines would appear to defeat the purpose of having cheap, disposable weapons, and

141 Replies 496,453 Views

There are three problems that I have with this: 1. It requires that battles take sufficiently long that fleets on the far side of the sector can reach the battlefield before the fight is over. However, fighting a battle and winning it take no more of a ship's (or of a fleet's) movement points than a standard move action does, which implies that the actual time taken for a battle is no greater than (1 week)/(how fast the ship is, neglecting units). This would imply that no ship

11 Replies 32,120 Views