On capping military units. How about a soft cap instead of a hard cap, where going over the cap lowers the effectiveness of your troops, maybe lower hp/initiative? The UI, I think you'd need something new at the top showing the limit, and what the negative effect for going over the cap currently is As for it being intuitive- it's in the EU games (since EU2) , people realize and understand it fine there. As for the shops, this idea would req
Alstein
Looks like real good additions. Keep it up.
It's pretty clear by now that 95% of the public doesn't consider Steam an invasive DRM. It's not worth catering to the other 5% if anything over a trivial cost. You could put Ubi-DRM on the game, and you'd probably keep 90% of the pre-orders. (you wouldn't do it obviously as it wouldn't be profitable, but most folks don't care)
Apparent trigger: clicking on Procinipee's stack. http://dl.dropbox.com/u/6609288/debug.err http://dl.dropbox.com/u/6609288/debug.err Not playing much over next few days, heading out to Final Round to get creamed.
[quote who="Frogboy" reply="15" id="3094784"] Quoting Savyg, reply 14Once people get past the initial shock and WinRT apps start popping up it'll make a lot more sense. Speaking from the dev preview, once I learned it I loved it (aside from it very obviously being not ready.) Sadly won't have my copy of the CP til pretty late so I'll let ya know when that happens, but I enjoyed what I used. Really? You think we're going to see a Metro vers
Wild Lands are a known bug that they don't always work. It's awesome when they do work though.
To me, the real issues are higher init makes you cover more ground faster- minor higher init makes you cast faster- major That's what needs to be solved
One sloppy fix idea: weapon modifiers to initiative get disabled when a spell is cast. In its place, INT and special bonuses to spell initiative would impact initiative. (Staffs might be 0 initiative, but +5 spell initiative) Armor should be - spell initiative , -1 for a leather piece, -2 for a chain piece, -3 for a plate piece. Maybe traits would be split up in the same way- impulse would be physical only, quick-witted mig
The third point, I've been suggesting that in some form all along, though my idea was to scale the penalty by level. Straight division means that 2 heroes is punished more then 6. Maybe researching up the quests tree would reduce the penalties - that's also a solution.
Initiative should only impact weapon attack rate, that's it. Spells should fire at a set rate, impacted by skills/items/intelligence. How exactly does initiative work? I assume that the game based off of some some x pulses being standard. The system does need to be reworked some for the sake of balance.
[quote who="Wintersong" reply="10" id="3092974"] Quoting mqpiffle, reply 4Spears are quite powerful. Not sure why they should ignore so much armor, or any at all. As there is no such thing as "first strike against cavalry" (or "double damage against cavalry"), ignoring some armour is fine. Not sure that the most basic spear should ignore as much armour as a boar spear though. BUt I do agree with spears being powerful. They are neat. [/quote] Pole u
What I really want to see is Soul Calibur-style custom armor sets. I'd actually pay DLC monies for those.
I'd like to see upgradeable outposts which have better defenders, unlocked with techs on the military tree. Outpost militia should spawn whenever a unit enters their ZOC.
[quote who="DGB246" reply="14" id="3092577"]@ Alstein With regard to 2 & 3, they could ditch these traits I guess although I would prefer them kept in, as there is a role for low maintenance quick units I think - they just need to be lamer troops than they currently are. In the early game, I'll build conscripted spearmen - they take about 5 turns to build and have a maintenance of about 0.4 - I think that unit is perfectly fine as is but it is clearly inferior to
It will require it to install, not to play. That's two different things. If you do not buy anything from Steam, such a system is not fundamentally different then Impulse.
The way I look at it- you don't have to buy on Steam. The only thing that goes through Steam is the install. Basically, Stardock is using Steam as a wannebe Impulse. If you truly do boycott buying on Steam, that wouldn't be a problem. Steam isn't going to suspend accounts unless you chargeback, which you're not doing if you're not buying on Steam. That said, I personally would not want to buy a Stardock develo
1) I like the idea, but I'd prefer it higher - one other possibility. A hard unit cap based on the amount of grain you have. Armies cost food just as much as citizens if not moreso. Maybe some formula like amount of grain of all your cities= # of mundane units you can field? Some improvements might add a unit, such as granaries or command posts. Maybe going over this limit can be done, but cities gain unrest if you do so (you'
right now: I just level up my sovereign. Other heroes are mostly for city defense/administration (I aim for governor heroes if I get a path choice) Suggestions on my end: I think unrest should increase with number of cities, but no other nerfs. Added trait: Mediator, Gives unrest reduction when stationed in a city. Branches from Path of Governor. Level 4 and 5 buildings should
If you can switch weapons, I'd want champions to be able to carry less weight. I'd say limit it to weapon and shield only if you do it. At the very least it should cost a whole turn. The downside is it encourages the making of one super-champ. Normal troops should be able to do this also, especially if limited ammo is implemented.
On path finding: I'd rather have good then fast. The game already runs faster then any modern TBS I've played, so sacrificing a bit of speed for quality isn't a problem. Units should start out garrisoned in the city, unless the city's garrison is full. city garrisons should always be up to 9 units. Those features you mentioned are pretty much what I see as necessary to make this game go from solid to great. <
Maybe grain or farms should give growth in addition to grain?
Bug still exists as of .86 build
[quote who="Frogboy" reply="28" id="3091354"]Game of Thrones only has Men. You don't need Orcs, Elves, Dwarves and Goblins for the factions to be considered "different". They just need more features that make them effectively different. And calling the factions all Men with different facial features and such could be said of pretty much all fantasy universes. What's the difference between an Elf and a man or a Dwarf and a man or even an Orc and a man. <br /
One complaint I have right now is that troops are buildable too quickly- though I wonder if that's a function of me under-teching in military. I kinda wish we had more randomization and different types of level up buildings, so you couldn't bank or something always being avaliable.
I voted good. I think you're definitely on the right track, despite my vote not improving. It's gone from the low end of good to the middle to upper end of good right now for me. I've actually held off on buying Crusader Kings II because of this game, which should say something. Right now, I think this game would get an 8/10 review score from most places. I think you're approaching AoW:SM-level, but with a working AI.