In General- I think a followup expansion should focus on these three areas: 1) Faction differentiation: each faction should have its own unique tech tree, and its own unique units/items. Something along the lines of Twilight. The ideas listed here could be one way of doing it 2) Champion differentiation: the higher-level champions should be given unique, more powerful upgrade trees. This would be a neat way of solving
Alstein
I expect 450 for PS4 and 400 for XBone. If PSN doesn't have the XBL idiot tax (the yearly fee you have to pay for something that is free everywhere else) , then PSN is the cheaper console, even if it costs more at launch.
[quote who="sweatyboatman" reply="6" id="3361803"] Kamamura is quickly taking on the mantle of our local troll. [/quote] Those are legitimate complaints. That said, nearly every complaint is patchable/moddable. I do think we're going to see one more expansion, since Brad has hinted at it- but the minor frustrations with LH are motivation to me to learn some modding, I think a basegame mod could improve this game. &nbs
Steal Spirit should allow for a gain of any skill your sovereign can gain, including general skills (or class-specific if you share the same path)
I still think after messing with them some, Assassins are weaksauce due to too many Accuracy/Vital Strike and underpowered Dodge skills. Dodge should be +10/+20. Accuracy should be +20%/+20% Vital Strike bonuses need to be compressed into 2 levels. They just need something.
The fighting games folks already have said the Xbox One won't work at all for competitive gaming- due to a combination of non backwards-compatible controllers, account management, and lack of self-publishing (just look at how much Microsoft screwed the Skullgirls devs over the past year) I really think the Xbox One is going to be pushed hard by the AAA guys, but with nothing below it. It will be AAA or bust on that console, and it will fail for that reas
The drawbacks are really minor with Steam, at least for now. If the drawbacks become bigger, someone will pop up. The PC is still an open platform (though I fear those days are ending)
It was about not conflicting with the Microsoft disasterpiece that happened today
One game off the top of my head that was: Street Fighter X Tekken
Most of the folks I talk to seem to think this will be a disaster. That said, I don't know if that will translate to the general public.
[quote who="XWerewolfX" reply="10" id="3360258"] I'm not even remotely exaggerating when I say that this game is your best game to date. Better than Galactic Civilizations 2, in my humble opinion. AND I LOVED THE LIVING CRAP OUT OF THAT GAME. Please consider one more expansion with empire-specific/kingdom-specific tech trees, a little more faction differentiation (think faction-specific mounts!), more monsters, more loot, and more spells AND I WILL BUY IT TWICE. I s
I don't think the AI deals with necromancy/skeletal hordes well, or the skill is OP. (assuming the former) The AI tends to do after skeletons, even when it can flank around them and get to the squishy stuff.
One suggestion: instead of having folks play on harder setting- why not make a small AI cheat that guarantees the AI's a starting spot no worse than what the player has? I wouldn't consider that a cheat. I've found the game a bit easier than FE, but I assume it's from playing it more- I can tell the AI has been improved, but more improvements can be made. As for the AI improvements being time consuming, I think they are, but
Maybe maul should have a max of say 10 hits?
Dragons can't be knocked prone.
Did you ever play Kohan? That game really stripped down the micromanagement of production/unit control into a much simpler form, yet even with the simpler form, speed still matters. It mattered less than in other games, but it was a factor when other things were equal. This is fine. Execution is always going to be a part of a real-time game. The problem with Starcraft is that they made the game about the execution at high-level which makes the va
Starcraft is to RTS's as SF4 is to fighting games. As a casual level, both are fun. At high level, micro takes over in Starcraft and option selects/plinking 1f links/FADC/safe jump combinations (which are all very execution-intensive) take some stuff out of the game. You can't take the execution entirely out of either genre, because it is fundamental to each genre, but you can minimize the impact, or make thinks work in a less awkward way (and much l
Anyone notice that the change to shard levels nerfed Resoln demons? They need a way to unlock the greater demons again.
I try not to exploit obvious AI holes. If possible with a game, I try to play by many of the same rules of the AI, within the bounds of funfactor.
I think Admin III change is an overnerf. It wasn't a no-brainer path to go down before, now it's a no-brainer to go down the other path, or to pick Loremaster for the +6 research (and don't sages/cloisters/libraries buff that +6) One of the nerfs is probably sufficient (I'd say the level prereq is the way to go, not nerfing the impact) If I had my way, Admin/Loremaster/Merchant would be general tree, Obsidian Gua
The summoning spells outside of air elemental are just too paper-thin or too expensive, or both. Summons should be multi-layer, maybe each summoner level should have a level restriction- and bring a different summon if you have the right summon specialization (Summoner I should be 3, Summoner II 6, Summoner III 10), air/fire/water/earth summon specialization should be a trait as well. Summon I should give a shrill Summon II an elemen
[quote who="Replicators" reply="8" id="3358144"] Quoting Alstein, reply 6You're dead wrong on commander Should lvl them up either to 5 for the -10 in all cities, if beyond that, +6 research per turn is useful. If you go command route- it helps early game, and battle cry is broken with the right lategame units, thoughgetting a sov to lvl 12 is tough (should cut one of the tactician and one of the +accuracy levels) Woudn't
It's too much of a tradeoff, especially now that it requires a trait on top of it.
You're dead wrong on commander Should lvl them up either to 5 for the -10 in all cities, if beyond that, +6 research per turn is useful. If you go command route- it helps early game, and battle cry is broken with the right lategame units, thoughgetting a sov to lvl 12 is tough (should cut one of the tactician and one of the +accuracy levels) Woudn't mind the +spell resist for armies/+defense for armies moved from Defender to Commander. <
Pandemonium is a problem because of the casting time+ease to resist Blind isn't worth it anymore to me Celerity Diamondskin is a spell I don't use much- because it doesn't last long enough. Usually just one turn. More of a bug than an issue with the spell itself. Summon the Pyre of Man has same problem. (unless you fixed it) One thing I'd like to see is spellpower impacting utility o