I still feel outposts should have militia , and that upgrading outposts should buff the militia. It's annoying to have one weak troop or low-level hero flipping outposts in your territory, and you can cheese the AI some with that as well. It's a sign the AI is doing something right though.
Alstein
The real issue to me is spell damage and physical are both impacted by crit chance. I also think path of the warrior needs buffs- maybe Lethal needs to scale with level, and maybe a dual wield ability. RIght now, my preferred choices are in order Defender/Mage/Assassin/Governor/Warrior, and I can make good arguments for at least situational use of the first 4.
I don't agree with all of the bad points- I don't want to see too much emphasis on tactical for example.
[quote who="Heavenfall" reply="2" id="3249043"]I think isranged causes the spell to use accuracy vs (dodge+dodge vs ranged). Why not just give path of the mage some crit as well?[/quote] Why not just split crit and spell crit? THat makes the most sense.
Oh well, I'll probably give Drox another spin this weekend.
hopefully Xia's Pony is from the Pony Thread. I'd love to see a joke pony sovereign though.
[quote who="Frogboy" reply="30" id="3247728"] Quoting seanw3, reply 27Hey Brad, one thing I have seriously been wondering is how about the competing lines of rhetoric about taxes strangling business growth and the wonder years of Clinton. What were your profits like in the years of the boom when taxes were much higher than they are now? Is it that we are in a systematic problem where revenue is down, so you now rely on less taxes to fund projects as opposed to the sales you had back then
1, Yes, in some cases. I don't mind some monsters being dumb, but some monsters shouldn't be. Monsters should have a logic to how they act, and it should vary by monster. 2. No, though occasionally you get unlucky. I can live with the bad luck, games like this should have a luck factor. 3. No. If so, not intentionally. Only thing that would help is possibly having the monsters move in-between turns. &
I juts see them randomly wonder around. I do think if a monster destroys the source of its rage, it should wander around a bit, and if it doesn't find anything, it should make a new lair. Monsters could use some more interesting behavior, but that's stuff for a 1.1 or 1.2 patch.
I think a strong monster should get enraged if influence projects into their territory. The solution is not to build there until you can take out that monster first.
That's not a bad concept- though tying to influence would OP influence. Maybe having influences in your queue should result in an unrest penalty for each one you have- like 10 or 20%.
Well, if he decided to fulfill his threat, the demand for hotels wouldn't go away. These folks would still have jobs, as someone would fill that demand- though there might be an adjustment period. You might even have more demand, if the taxes had a proper redistributive effect- as income given to the lower classes tends to have a higher consumption rate (the theory of money velocity), and that consumed money would end up in the hands of the businesses again.
One idea: bandits who survive a battle increase the gildar from battles, and give a chance of better loot?
Maybe Tireless march shouldn't be an enchantment but a strategic spell that can be cast for like 25 mana to give a unit an extra move each turn? Or it should be removed from the game outright.
I crashed four times last night, though I suspect those crashes have been fixed.
Think it's a week or two too early, but you're in reasonably good enough shape now that I think you'll be ok. [quote who="GFireflyE" reply="9" id="3246764"] Quoting Trojasmic, reply 6 Quoting GFireflyE, reply 5 Very mixed feelings about this.... Just think Firefly... v1.1 is going to be sweet!
this is for governor heroes that choose it. The current system is too unwieldy, and not of huge benefit as is.
I think Wealthy is a little OP as is, it should be cut to 800, maybe 500.
Found another AI flaw- the AI doesn't knowwhat to do if you choke him off completely with Curgen's Volcano. Tons of troops, butdidn't make a pathway for them and I was able to choke off half the map.
The nerfs make sense. Magic was kinda OP. Falling Star in particular was ridiculous.
I have to agree that the +/per essence stuff is OP in the early game, but about right in the late game. We may need different spells, and more spells is never a bad thing. The troop boosting spells are going to be the big thing late game. Also, why doesn't the AI use antipathy?
I guess you can justify this as two armies not finding each other. It has happened in reality before- especially in olden times.
I reach the food barriers so often that growth matters little. Some of this may be due to production being comparatively slow. I'd suggest a twin solution: move the prestige techs up in the tree like you suggested, but also reduce the construction costs of the bakery/butcher.
Also, it is dependent on mastery- I get the impression it is- should it be?
Catapults need to come earlier in the tech tree, and there needs to be something better than catapults later on.