[quote who="Heavenfall" reply="53" id="3223478"]No, it isn't. Because you're not a judge. You have no idea what is relevant or not, nor have you any idea what statements will be challenged in the future. The trial(s) have not even begun yet, and you have already made conclusions. That, if anything, tells me how little you understand of a justice system.[/quote] You don't have to be a judge to make a decision on what is relevant. That said, I
Alstein
Can verify this one.
First off- I hope you're right and you didn't do this. It's hard for me to reconcile the image of what I believe you're like over the past nine and a half years, with these very horrible allegations. I have seen false and overblown accusations before, so I do not rush to judgement, unlike much of the internet has. This rush to judgement makes me worry about Stardock's future even if you are exonerated. That said, these sorts of alle
Not building something= boring. Running out of buildings to build= boring. I don't mind buildings having marginal effects- not every building has to be equal.
There should be magic staves that increase mastery, though at considerable expense. some magic weapons could have + init bonuses, like short swords of hasting.
Oh, related issue: It seems the pre-made units which the AI uses, default to fire ranged attacks instead of ice. Designing preset fire and ice units might help the AI out some, especially if the AI can recognize if its enemy is a fire or ice mage.
The heroes that are out in the wilds can definitely be killed, and most are by around turn 100. Champs can't be killed once they're recruited, but before they're recruited, they often die off fast. By the time I get the lvl 7-9 hero techs, there aren't any heroes left, so why bother with the techs above heroes. That said, having fewer heroes spawn at the beginning, then having higher lvl heroes spawn over time at random, might be
[quote who="Lord Xia" reply="13" id="3222668"]Is this were we pretend that Rebellion isn't suing Stardock over the name Sins of a Solar Empire: Rebellion? Or has this been settled?[/quote] I'm pretty sure that comment means it has been settled, or Brad wouldn't be talking about it period. We really do need trademark/copyright reform in this country- leaning towards being more consumer-friendly.
Spellcasters will try to cast shrink/mals on ophidians. At one point, I wondering if Irane was Mitsuru and thought the shrink spell was Marin Karin as she tried it 4 times out of 5, and Ophidians can't really be hit by it. The AI needs to do a better job of realizing when it's spells are unlikely to work, especially when you have a big-ass lance that does massive damage which is much more effective.
Sorry to spam out suggestions right now, but this is the last one for now I promise. the outpost upgrading mechanic- I don't think it's very fun, and it's leaning towards micromanagement hell. I think it needs to be reworked some but not completely. I'm basing my opinion on the fact the outpost upgrades are very powerful, yet enough of a micromanagement chore that I don't bother with them. (and does the AI know how to use them right
I'd suggest that shards auto-upgrade when the appropiate tech is researched, or the mana bonus is automatically given per shard. It's kinda micromanagement hell right now when you have a large empire and a ton of shards. That said, with this change I'd suggest the following: Shard harvesting needed to harvest shards at +1 +2 shards comes with another magic tech, possibly rituals or a new tech (Shard Focus
After playing around: the XP changes introduced in the latest patch- challenging has become a cakewalk for me difficulty-wise. (I always play on challenging because I hate cheating AI's one way or the other, and I also believe it's the difficulty the game is intended to be played at) A +damage/level weapon is almost an instant win button right now. I'd suggest those items need to be nerfed. I think weaker heroes make for a
I still think the while idle concept needs to die. I know Derek loves the idea , but it's boring.
How about Mystery Game X?
I don't think they are as bad as people say, especially for your weaker champs. +2 Growth is pretty useful for new cities when you have a bunch. I think Governors are most useful for Kraxis- who can afford to buy a bunch.
What you guys isn't big random events, but more smaller ones.
[quote who="Frogboy" reply="8" id="3219152"]The AI tries to get the first hit in tactical combat. So it won't just run blindly towards you but rather go slow until it has enough to hit you during its turn.[/quote] The AI, at least with intelligent monsters, should be smarter over how it does that, and understand if it is likely to get picked up to death by bows/magic. Unintelligent monsters should be predictable or have set rule
The elemental demons should be a oood bit stronger than the death demons, to give Ceresa a reason/choice between corrupting everything or stronger monsters.
I'm ok with the leveling rates up to 9. After 9 it needs to be slightly slower, and after 15 much slower. Tutelage is almost gamebreaking, perhaps it should be a linear impact, +1 xp*shard per battle, and moved to air 3, with thunderstrike moving to air 2. I'd rather see the xp bonus to unit traits changed to make the units buffer (those perks already exist though) Even the tough monsters are becoming a cakewal
[quote who="UmbralAngel" reply="2" id="3220850"]Rather than add more paths or replace existing ones, another option is to put in specialization classes. So maybe once you reach level 10 you get to choose one of three new paths that are determined by the original path you chose. This would allow more customizations like teh ones you suggested.[/quote] I like the idea of sub-paths at level 10, maybe with elimination of defender (turned into a warrior sub-path) &nb
I like this idea: because it introduces an RPS mechanic of heroes > monsters > mobs > heroes. Might need some extra balancing work , as I can see certain things potentially being a bit too good as a result ofthis change.
[quote who="Malsqueek" reply="5" id="3218816"]I disagree. Trained units are very useful. You just have to use them correctly. Defender units should be levelled up as much as possible to make them nearly impossible to kill. Get you some Chain equipped unit of 5 with shields at level 10, and a pair of them will KILL pretty much any champion or sovereign simply through attrition (barring spell use). On a unit by unit basis, Trained Units have higher health
I like this idea. I'd also like to see a series of spear promotions that give bonuses vs mounted.
As of .952 it's been changed to non-Wildlands only. (at least it seems that way)
Crash at start of turn. Dropbox files https://dl.dropbox.com/u/6609288/AutoSave.EleSav https://dl.dropbox.com/u/6609288/debug%20%28Jeff-PC%27s%20conflicted%20copy%202012-09-03%29.err https://dl.dropbox.com/u/6609288/FallenEnchantres