thanks. On second thought I would prefer to propose in these specialized shops items that have a chance equals to (100 - current max HP) chances to take effects (formula to balance but you get the idea)... That would in the end give to the player an interest in boosting also his weakest heroes.
Nibelung44
This could work... Do you have an example in your mod of something doing that?
Hi, I believe that the Smite formula if enemy has Death Shard should be UnitStat_Attack_Lightning and not UnitStat_Attack_Lightning <Calculate I
Seriously, after 5-8 seconds, the screen close, I barely have time to read it or permeate myself with the ambiance :) that the screen close by itself! Please wait for a mouse click or spacebar!!
Hey, I'm trying to see if this is possible to have an item proposed only once from a building, and then once bought you can't buy it anymore. That would allow to propose rather powerful items, instead of having them set with a super high price (to keep balance), as this would prevent buying them until the end game. Or for example you want to allow a Brewery to allow the buying of one barrel of ale (+1 permanent HP). Players would have to b
good, will try that this night :) re: Populace, not seen in game, I was just mentioning it for consistency purpose, as for the Elves, populace is correctly named, so I wondered. For colors, I think you can take inspiration from the numerous factions colors of Fall from Heaven ;)
I dived into your mod and I really like it. It shows that you tried to balance a lot of things with minute attention to details, I really appreciate that. I also appreciate that some monsters or abilities are powerful, but you did not go the easy way of adding pack of 9 dragons and suchlike. Subtlety and elegance would be a good description of your mod. Lore also is really well written, again with attention to details. Also great is that you even added icons that are on
Sabotage has been named Sabotoge, aside that, great work!
In others news about the AI, why the AI don't link its cities with outposts more often? I have this expert level game where Krax has something like 12 settlers looking at the sky (or flowers, whatever) and half the cities are still not linked to his capital. Plus having a group of 3 settlers standing in a tile next to an ogre lair, is it not a problem? Well perhaps not, if the AI don't get attacked as often as the player by AI monsters... That quit
[quote who="Kalin" reply="22" id="3282210"]I'm sorry, but nothing in what you're saying is telling me "instaroads are a problem". All you seem to be saying is how Arcane monolith works, and believe me, I know... are you complaining that Arcane Monoliths are too OP? Because I think that argument has been done to death (see my post earlier about sneak attacks).[/quote] Yes they are a problem, unless you tell me to see appears magically a road traversing uncharted
why weak? This is a shift of power in favor of soldiers... From 3 they go to 4, group of 4 is now 5, etc. Add equipment, and this will give a significant boost I think, so correlatively heroes will take more hits from them.
About the fact that having champions that can kill by themselves entire enemy armies is perhaps not ideal... or that it is relatively easy to build a stack of doom, I was wondering about a possible solution or at least an additional delay into reaching this unwanted state in the game. If we were to have bigger groups from the start, like 4 men per group, instead of 3, then relatively, champions would have more troubles reaching the point where they can trash regul
Why are we forced to use nexus? I had to register only to be told that servers were full and I must wait. You could use mediafire which don't require users to register and is never a problem, band width wise.
Would it be possible to have the population produces 0.01 material per pop unit? How one would do that? I remember early beta of FE where it was the case.
What is the reverse of awesome? Because if this is not recognized as magic, then is the damage component of the ice spear a cold damage? And if not, does it means that the Magnar don't take more damages from it? I hope you are wrong, or everything would be kinda weird now.
a unit with a staff of cold (or whatever) firing at a distance, so 100% damages from cold magic is still capable of damaging a magic immune monster like ophidians. Simple to repeat and fix I guess!
(2). Dislike insta roads. Don't mind about snaking if done right (i.e you can add a tile only if 3 others tiles are built)
Still you build highway through lands full of monsters, which is quite convenient for farming them rapidly. As someone says, it reduces the feeling of vastness...
There is also clearly a loophole in the AI logic when it starts doing its 'trick' of advancing one square at a time until the unit is at strike distance of you... End results is that it get shelled by archers during 4 turns instead of 2, while melee units are anyway holding the line waiting for their first strike (that never comes as they are dead before). Keep it simple stupid Frogboy, 90% of the time the AI should charge asap with all melee units, that would s
Play Pariden, drop an arcane monolith, and if you have the tech for instant road creation between outposts and the cities ... EXPLOIT!! I think there is another thread bout that... roads created instamagically are just so overpowered, do something Derek!
thanks!
Spell buffed up by number of shards should have a limit, like at most 5 shards boost effect, or sometime it gets reeeeaaally silly. If you want to go subtle, have the max number of shards a variable per spell, that would be better. But this is in the hands of the dev team.
I'm wondering if magical damages take into account armor? I hope not, or creating units with magical staff would not be super interesting (they eat crystal and don't do more damages than archers). Care to enlighten me?
Ability uses 1 MP but only if this is your last movement point. Should use up 1 MP per road. Is it working as designed the ability costs nothing to use? This is just over powered... Please export a variable so we can decide the cost :) Last... Can you add up the possibility to raze a road, pretty please? As it stands, nothing can remove a road...
Hi, I don't find variables governing the buy to sell rate (1 to 5). Tax rate and unrest Min distance between cities or outpost any idea?