TBS Gamer

TBS Gamer

Joined Member # 2161200
0 Posts 8 Replies 8,180 Reputation

There is a simple fix for late game hero acquisition, but I don't mind remodding it into my game every patch. Personal Mod changelog for CoreImprovements 2/19/2014 updated for LH Ver 1.50 Changed Adventurer's Guild to give 3% of a level per season instead of .25 xp per season, thus making it actually useful in some way. Also, increased cost from 540 to 640, and removed 1 per faction requirement, allowing it to be built in (theoretically) any city to provide administrat

206 Replies 506,661 Views

I think you interpret abandon a game in all too dramatic of a context. I will not be finishing the specific game against single city AIs with myself controlling an entire continent. I expressed every confidence they'll get it straightened out once already, and there are plenty of other things to be done in the meantime. It is not a condemnation, nor a need to rollback versions that drove me to post my comment, just the desire to give feedback which can be used to im

270 Replies 671,551 Views

Just some quick feedback. On my random huge map, default settings (challenging/ balanced / blah blah), 9 opponents... quite far into the game every opponent still only has 1 city. I'm going to abandon this game until we fix what is most certainly a hangup in the AI somewhere, but I'm sure it'll get ironed out soon enough!

270 Replies 671,551 Views

It's a good discussion, but I'm not optimistic they will rewrite a tech tree at this point. In my personal opinion, I'm not sure why bows are their own separate weapon unlock. throw the low level bows into low level weapons, etc. I agree that making mounted warfare more difficult to unlock would be good for game balance. +army size is more useful on the harder difficulties, so I think you have to clarify the CONT

6 Replies 4,881 Views

I don't know how many times I've suggested this, but I personally use THIS adventurer's guild: Adventurer's Guild Champions gain 2% of a level per season when stationed in a city with an adventurer's guild. 1 &nbs

8 Replies 41,352 Views

I decided to dig into the files for LH, comparing them to my modded FE files to see what was still broken (in my personal preference), and much to my astonishment... I ended up changing almost nothing. At the end of the day, the only change I decided to be still necessary were my adventurer's guild changes. Just to put this in better perspective for you... I spent 60+ hours modding typos, broken abilities, unbalanced items, level 7 and 9 heroes (big project!), weapo

139 Replies 443,814 Views

Consider the following change which I suggested back in FE which would make administrators feasible, and also help champions level, albeit slowly. At 3% per season, a champion would gain a level every 34 seasons, so 3 levels every 100 turns. Also consider that the tech to build this isn't available immediately and it requires time to build. Adv guild in this application would NOT limited to 1 per faction, but 1 per city. Relatively expensive to build changed from 540 to 840 labor

58 Replies 75,841 Views

What I don't understand, is how there can be a 2 page discussion about weapon balance that doesn't discuss weapons with purely elemental damage (e.g. fire/ice staves) being unable to receive ANY +damage bonuses, since these bonuses are added onto their non-existent weapon damage. For balance purposes, elemental damage weapons should do 1 point of physical damage in addition to their elemental damage (which could be lowered by a point) so that +damage bonuses wor

61 Replies 73,530 Views

An issue since EWOM days. If governor/commanders gained xp from building completion in the city in which they were stationed, this issue wouldn't come up for discussion every patch. Within the current game dynamics, if the adv guild was not unique, and gave better than a quarter of a point of xp per season... you could actually level city managers. I was able to mod this in FE via the CoreImprovements.xml, so it can be done. @ Markon...

9 Replies 45,949 Views

Rather than muddy the waters, I'm just going to say that Heavenfall and MQPiffle have already struck at the heart of the issues. I honestly don't know how the folks at Stardock work with the tools they do. The map tool is so buggy it would drive me insane to work with on a daily basis. Surely, these intelligent folks understand what a workaround is, and can recognize when they are doing some ridiculous action (exiting and reloading the game every time you save a

51 Replies 124,478 Views

While I really do like your suggestions, I don't think the changes you suggest are likely to be implemented in the base game by the developers. Too much recoding required. As for the central issue you are addressing in the game balance for the wildlands, I think the key here is that the time and investment is no where near the rewards. Other than farming xp after you've won the game, why invest troops and energy into clearing a dangerous section of the map for s

16 Replies 72,896 Views

Heavenfall has been THE best resource for implementing my own modifications on FE. I literally have an entire bookmark folder of helpful modding advice (most of which written to answer other people's questions) with specific, proven advice authored by Heavenfall. He deserves his own hero in the game, imo.

6 Replies 9,566 Views

I agree that there's so much more work to be done on FE that's higher priority for the game (balance and playability) that weather (while it would be great) probably isn't going to ever be implemented in FE. Great to see more Stardock folks browsing the forum though!

19 Replies 31,220 Views

My guess is that the beta will be released on 3/12/2013, simultaneously with Heart of the Swarm. This confluence of events will answer the fundamental question "Would you rather see Kerrigan's storyline progression or be a part of the early feedback for a promising turn based strategy game?"

39 Replies 114,589 Views

The fix for this is simple in concept, but not available in the current game. Make only the highest bonus in the army apply. i.e. if you have a sovereign with general (+25%) and a hero with Trainer (+10%), then only the +25% would be applied. Same for obsidian guard, and all other army bonuses. This would fix all this broken stacking nonsense and preserve the usefulness of the various abilities when mixed and matched (as intended, imo).

6 Replies 5,503 Views

Valid points. Horrific Wail, Dirge, Howl. All of these can become broken in the right conditions. I think the problem lies in the way scaling doesn't take into account the map sizes, as you discuss. On a tiny or small map, these are non issues, but on a large (or soon to exist super large) map, such abilities scale perhaps too well. I like to provide fixes for problems, otherwise it's just bitching in my opinion. The fix is to make spells scale via a fraction ba

7 Replies 10,422 Views

First of all, welcome to modding. Small projects like this are what got me hip deep into making my own version of FE. :) Secondly, I have a few clarifying questions: 1) Did you edit the CoreUnits.xml file in the base game directory or put yours in the mods directory. Try backing up the original file and replacing it with your edited version in the main game directory. The mods folder is poorly implemented and many things do not translate from ther

13 Replies 6,566 Views

Hopefully this cap modifier is present in ElementalDefs.xml and can be adjusted. As long as it's not hardcoded, it's fixable. While I support incentives to split heroes apart, and can at least understand the need to taper off xp above a certain point (level 20? something above 13 certainly), I think that the implementation you describe would be perhaps too severe. I haven't had time to play 1.32 far enough to verify your results. Can a

18 Replies 12,701 Views

[quote who="carn112004" reply="17" id="3323780"]What should the return of investment be with such investment picks?[/quote] I would have to say that the return on investment should be reasonably on par with an equivalent champion level up pick. Is it? I think the lower tier experience bonus picks probably are not (ever), and the higher tier picks (if taken early enough) probably are equivalent, now that I've looked at it. However, until tonight, I don't think I

31 Replies 44,316 Views