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The movement path dots should be colored differently for every turn a unit takes, for example they are green for the first turn, then red for the second, then blue for the third turn and so on.[/quote]
I agree
please fix the loot tables.
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Better loot should probably just be defended better. And yes I agree, it is likely that all loot is currently randomized within a single array. Loot should instead use different arrays for different tiers of difficulty. (ie loot within a Wildlands would be a higher tier than loot found at starting area)
If I can kill the bearded Man of awesome with endless weak mooks, I still want the +1 vorpal blade. Just make sure its guardian is decent enough that the investment is equivalent to the reward. (like how killing 5 dragons + dragon lord is investment enough to win the game)
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Champions are a viable alternative to troops, but cost no upkeep.[/quote]
Personally I don't see them as a viable alternative. I see them as useful generals, nothing more.
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because it makes the big mistake of building units, therefore it needs taxes, therefore it will be behind in research substantially. [/quote]
You can make units that cost no upkeep, or at least a fractional upkeep. Due to all the extra production lying around, producing 0 maintenance units can be really awesome. And the extra production is there because there is no good alternative to producing units (or not producing units) in the early game. All you have is Yes I want a unit, or No I don't want a unit. Thus if you can make 0 maintenance units, you have won the game.
The fact that your champions can eventually compete with the other factions, without relying on armies, is probably indicative that these factions simply do not have enough options to build (and that those options are not as optimal as your method of play), therefore they either spend many turns not building anything, or they build stuff that costs undue maintenance.
I laugh at the Barracks which is +1 maintenance to produce more units .. most of which cost maintenance. Say jim, do you want to pay money so that you have to pay more money? Yes sir and may I have another!
Currently the weakness behind a play style dependent on taxes is that taxes simply don't do enough. And maintenance is probably too high for a lot of the currently available options.
Again a very simple issue, most buildings that increase research and production cost maintenance which means they are worthless. For example at first i often made the mistake building workshops, lumbermills and research buildings in most cities until i realized i have more production and more research when NOT building them! The reason is simple: If i do not build them i don't have to pay any money thus can keep taxes low and therefore have more research and production than with those buildings. I usually end up with one city that has all production buildings to pump out troops or wonders just in case i need them. The rest of my cities have only buildings that cost no maintenance, for example merchants, inns, pubs, farmers markets (a very important building to spam) ...
This is very interesting. I haven't tried it myself but you seem to be confident in its success. Makes sense though. At face value it seems to say "hey, sell all your items if you want an economy!"
But maybe the goal is to force players to only build such buildings in cities that need them? As opposed to being able to spam stuff everywhere? If that is the case, then I think teaching the AI to almost never build these buildings, but only in the most extreme of cities, would be a good idea.
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To me the idea of placing champions on the map is very bad in itself. First you can simply kill the opposite alignment champions which not just denies them to the enemy (as if the ai would ever research the necessary technologies to get them), but you also get their weapons, which can be a real game changer. Secondly it also makes it very luck/ map dependent on what champions you can get. If you end up with a bunch of high level champions and fast tech to the recruitment technologies you can steamroll the map. I much prefer any other mechanic where champions can be bought off map, e.g. in an inn and there would be technologies that limit the amount of heroes you can hire as well their starting level. If a champion has too many negative perks from loosing combat you (and the ai especially) should be able to retire them.Alternatively give neutral champions at least escort armies and don't let them drop their weapon when defeated.
I'd prefer it if ALL champions were gained through questing. But I am of the opinion that if you kill it, you EARN IT. Therefore, Champions should ALWAYS drop their weapons and/or items. You shouldn't kill something for no reward, even if it gives you exp.
Possibly having another mechanic (like Inns or MoM's fame system ... or even a summon hero spell) for heroes might be an interesting alternative, but I like how the heroes are already in the game, and we just have to go out and find them.
Sorry i forgot the name of the spell, i think it was steal soul. Basically you sacrifice a champion to get their spells. In my current game i made a custom caster sovereign and gave him as much talents as possible and NO spells levels. Then i recruited 7+ heroes with spells leveled them a bit and sacrificed them and thus is got a powerful death mage, earth mage, fire mage, ... super melee mage steamrolling super sovereign. The basic problem is that you can not just get the basic (apprentice) spell level, but if you sacrifice the champions in the right order you can get to higher spell tiers and you end up with a sovereign that may be only be level 8 but has as many talents as a level 20+ sovereign and is a master of melee and magic.
I really like this spell, and all of its abilities. I would be sad to see it disappear or be nerfed.
this only applies in the early game, but maul is much too powerful on bears. It just sucks to loose important champions or units in the early game to one bear that keeps on mauling. I would prefer if it would no just decrease in accuracy with each strike, but also in damage as a quick fix. currently it is very random and a bit of bad luck can have a big impact because you encounter units with maul mostly in the early game where your own units have too low a level, i.e. hit points to survive this bad luck. It is not that bears are too difficult to beat, it is just that with a bit of bad luck you can loose important units. In the late game a champion with maul is absolutely overpowered, but this is another story.
If anything I think the "Berserker" weapons need to be buffed, as Maul (imho) doesn't seem to be very powerful until level 20 or so. At least in my experience. I'll agree that a bear's maul is very powerful, but see this is where trained units come in handy
(I guess we could put a weaker form of Maul on bears though if it becomes a problem. Or stronger versions for Champions. Either way, I haven't seen a good use for Maul since 0.77)
All units have one default counterstrike (can be improved by equipment/talents)
Give certain equipment inherent tactical qualities, for example spears could give you first strike, i.e. their damage is calculated first even when counter-striking, shields could ignore one ranged attack per round, magical staffs have damage over time effects (fire) or reduce initiative and movement (frost), maces ignore a certain percentage of armor, ...
it would be nice to see terrain modifiers and especially line of sight for archers, i.e. you can't shoot units behind trees.certain units could also act this way, for example a drake could make friendly units behind him not target-able by archers, because he is so big.
For one thing, spears already give a percentage ignore of armor. Not sure why they chose spears though ...
I agree that "mage" weapons need more difference from Archers than "ranged attacks that CAN be resisted by cloaks"
Line of Sight is interesting ... Advanced Wars used it. MoM did not. Total War barely uses it (only for gigantic battle maps).
I think it could be something fun to explore, but I think it is already too late to explore such a thing in this installment.
one natural counterattack is something to consider ... maybe for only certain weapons, like spears and swords. Or as an addable talent (similar to charge)
Equally, IGNORING counter attacks could become a new talent, if counters became more common in melee. (maybe an ability of certain polearms?)