SOLOSOL

SOLOSOL

Joined Member # 4574513
0 Posts 5 Replies 689 Reputation

[quote who="Borg999" reply="3" id="3287143"] Yes to all Moster pack Spell pack Magic item pack New faction pack What I would love to see is a tool that makes modding a complete no brainer. That would be way cool, extend the life of FE, and allow people to focus on their creativity and not on learning how to mod .[/quote] New content is always welcome. I really vote for the monster pack. <

11 Replies 55,590 Views

[quote who="parrottmath" reply="10" id="3288937"]I like the idea of female henchmen, and I wish I could have thought of better names than Bardette, Shieldwoman and Candlebearer.[/quote] What about Minstrel (minstrelette?), Protectress and governess?

10 Replies 8,855 Views

Hope to see this mod soon. About Damage and big armies.I have a suggestion. Currently, as more people, more damage. That is the logic now in the game: all troops in a unit get an attack. But in a real battle (I suppose) many people did not have the chance to hit, or should have to wait untill the front lines were broken. So the idea of a big army is to have more HP, but the damage maybe shoud not be increased in the same scale. I mean, 300 men with a 5 attack would not deal up to 1500

267 Replies 246,754 Views

Many people are happy with the instaroads because: 1) roads are free (only a tech requiered) and inmediate. 2) they are freed from building them. And I suspect that the AI can't build roads. So insta-roads fixes both issues... But I'd like to be able to build roads: MY ROADS. They would go the path I decide. Building them should have a cost of 5 or 10 gildar per piece. Mancers could build them for free, for that of "balanci

9 Replies 19,825 Views

Excelent work, thank you a lot. I'll test it as soon as I arrive home. A few notes: - Maybe you should include this post in "Mods Forum" - Could you arrange with the author of "Female henchmen" to include it in your Mod? It would be great. - Henchmens sounds bad (for a non native english speaker at least). But "adventurer" is so... common...I like "soldier of fortune" but it is too long... - I understand that the mod is oriented to improve the AI pe

10 Replies 8,855 Views

[quote who="kmkenpo" reply="1" id="3288572"]Please don't take this the wrong way... but... is your keyboard missing the "W" key? Reading this post gave me the recurring thought that a vampire was going to break through the screen at any time, and messing up my plans for the day.[/quote] Sorry, but I was about to ask the same...I feel dizzy while reading... Returning to the topic, good work. But testing a build with mods enabled, how can you be 100% sure it is not a mod int

4 Replies 5,078 Views

The Love/Hate of the Jugs... More than nerfing them, I would work a bit on the traits, to give them more variety. There is a good post with that. Actually, the 3 traits are in a way that there is no current choice. Pick them all, so the only choice is give them a big axe, or give them a big sword+a big shield. The results is that all jugs are the same: extremely powerfull and BORING. I think that at least we could have traits in a way that emulate the paths, as

13 Replies 9,556 Views

I'm not specially fond of Magic. In FE, magic is good and powerfull if you dedicate to it (as I think magic should be), but you can develope it only in a more defensive way (city spells, tutelage, ironskin, tireless march...) as a complement for brute force. With latest patches, the AI is working a bit better with magic, but still needs some polish. One thing that might help, is a basic spell that I'm missing: The Dispell Magic --> Removes an enchantment on a unit.<

1 Replies 6,904 Views

There are some factors to take into account, depending on your play style, as said above. I think that most important city will be your fortress, as the place where you train your better units. The fortress will be better as you get more warfare techs, so it will take a long time to fully develope it. And you will need some towns, to provide the faction food necessary for it to grow. So having more than 1 fortress is contraproductive: for each fortress, you will need at least 3 or 4 t

12 Replies 78,499 Views

It seems that there are some types of Dragon Lairs (at least 2, maybe a third one). Each type provides a different kind of dragon, once you buid a camp (or "monument") in there. Dont get confused with the so-called "monument" buildings: One is built inside of the city, to expand ZoC, and the other is built in the "Prestigious Location" to provide influence. They both have no relation with dragons. It is just a semantic issue. We have asked many times the name of at least one o

3 Replies 28,599 Views

Is it too late for implementing the amount of water in the random maps? Once we get ships, I think it is going to be necessary to customize a map suited for it.

6 Replies 6,795 Views

I found a minor "use": Wallace has a great "aggro", all monsters go to pursuit him...so it can be used for a partial "manipulation" of the tactical combat. Anyway, I use him only in the first combat where he usually dies. If autoresolve do not finishes him, then he WILL die in the second fight. If he could be "henched" (grow levels and get traits, maybe even giving him items) then maybe he could be an interesting character to try to keep alive.

8 Replies 7,748 Views

I tried the savegame, although I had to use all your mods, but ok, as you provided all of them ;) The problem I see is that it is not in sight the place of the future settlement, so I can't affirm that there was no other pioneer there. Maybe if you provided the previous turn savegame, I could move the heroe closer, to be totally sure.

6 Replies 3,490 Views

Once built, or once you conquer a city with a camp built, there is nothing to do but disbanding the unit, as far as I know. Please, add a "Raze" option.

9 Replies 9,905 Views

Well, after the long discussion, I still think it is OP. Ironman mode can put a limit, but only at the very first moments. Once your Sov reaches path of the mage, and gets some more levels to improve spell mastery, the tame is going to be succesfull most of the time. And when you get web-spiders, then you can web and tame. If you fail tame, still can kill the webbed beast with low risk. I find OP as it is a way to get free units (ok, you need to spend some mana, wich can be reduced wi

84 Replies 221,595 Views

Maybe linking the attacking unit strengh with the city population would be the way to deal with the raze feature. A city being razed could be with 100% unrest, and the population dying in relation with the power of the unit/army. This way, populated cities could stand some turns of razing. Monsters could be programmed to raze the same way if they want to destroy the city (protecting their lair) or decide in stop razing and just go, if they are not hungr...just an idea

25 Replies 8,870 Views

First of all, tell you I play in challenging or hard so my options will probably not be good for higher difficulty levels. Resources will limit the type of unit design. Being able of training a unique powerfull unit is frustrating. For that reason, I find more usefull in researching techs than increase unit numbers (groups, squad,...) as soon as possible, at least untill the 5 memebers/unit. That will give them lots of HP, and improve their survival. At the same time, I try to g

4 Replies 8,811 Views

It is a small detail, but I think music plays a big role in immersion. Once finishing the detail screen, it goes again with the background music. These interruptions when the details/research may be annoying to the point to disable all music and play my own music, but it is a pity, as the game has some beatifull songs. But when playing a good part, and I check details, music changes... There are some simple things to help on this. I can think in: - Introduce some fade in/fade

3 Replies 7,509 Views