Question: event driven stuff. Does that mean you are planning to implement GC2/FFH-style random events? That's a feature I really want to see added.
Alstein
There should be options to upgrade a unit's equipment and a unit's size. A unit's size would take x% of the time to train a unit, so going from 3 to 5 would be 40%. The unit would lose x% of its xp and de-level as necessary. A unit's equipment should be 1 turn and a gold cost equal to what it would cost heros for the equipment. Various buildings would discount this cost, and materials would discount 10% per materi
I'm thinking that the Adventurer's Guild may need to be buffed up some given the XP nerf champions are going to get. Right now the building is minimally useful. Maybe make it something you can build in every city, and buff its odds or provided XP based on your quest level.
I think 4 wounds should be when champs start having a chance of dying, which increases with each death.
Mine: 2, 5,x Improve the UI (caravans, army merging/splitting, other things mentioned)
I think Armies should if anything, get MORE experience. Or maybe it should be split, Armies get more XP when fighting armies/darklings/wildmen. Champions get more xp when fighting monsters.
The thing eventually nerfing yourself against the AI gets dull. My standard for AI is kinda ridiculous: I expect it to compete with me on even grounds, without cheating from either side. The GalCiv2 AI managed to do this (I had an easier time if I turned tech trading off because that system was super-annoying). In terms of TBS games, I can't think of any other game that managed to do this, not even BTS. My standards for FE are a little lower, since it's
http://dl.dropbox.com/u/6609288/debug1.err Dropbox link to debug This is what I believe happened. Auto-resolve did work, but I couldn't do anything for a good long while. Could be an animation issue like the old air elemental bug.
Maybe Cloud Walks should only be possible to places where there is a champion (friendly or enemy) in your territory? Maybe you should also have to be in your territory to cast it?
Idea: Maybe champions can only kill 1 unit per turn/unless they have certain abilities such as double strike, or use magic. Double strike would allow killing of two units. Monsters would keep their ability. Sweep would be 1 unit per square This would nerf champs vs armies, but leave the other balance intact. It also makes some sort of logical sense. I can see champions focusing hard on initiative in such a scenario
[quote who="Das123" reply="10" id="3066309"]I don't have a problem with it. Lets face it, it is pretty much your first four or five champions that do all the work and level high enough to make a real impact in the field. The latecomers never make that much of an impact. In the early game the 25 mana is costly so you really need to consider who is going to be a mage and who isn't. Perhaps instead of Imbue, it could be tied to 'Path of the Mage' where if you select th
[quote who="MadMagnus" reply="76" id="3070294"]I wanted to throw this idea in there; I love the "card game" randomness of champions leveling up. I love the rare, common, and uncommon traits. Why not apply this to magic? We should get to choose from the spells to cater to what we're trying to accomplish and they should be dealt to us, allowing us to pick a card. I also noted a distinct lack of summoning spells. Or maybe I just didn't learn them yet?[/quote] &nb
If I had my way- the paths would also unlock later on after say level 5, you'd have a chance to get character classes if you had the right stats. Classes would unlock additional stronger promotions (Rare though) I'd dump paths into four: Governor, Rogue, Warrior, Mage Example of classes: Ranger might require a certain DEX and Con. Ranger would unlock terrain bonuses, archery damage, and chance to tame animals.</
[quote who="DsRaider" reply="63" id="3069925"] Quoting xaltotun, reply 623. That change is in for the next update whenever it is available? This is by far the most likely. The xp splitting will help a lot but I hope champions get a little nerf as well. They really shouldn't out hp basic units. It is also to easy to get mass champions. They need to cost more gold and they should have upkeep. I have never not had enough gold to get a champion and there is no trade
In a 1 on 1 situation in open field , a faster unit+ fast initiative+ ranged weapon should always win. It worked that way in history.
Not send troops rushing it if it can help it. I think this would help the AI vs big monsters.
[quote who="Barrynor" reply="46" id="3069459"] Quoting Dreadcough, reply 44 that's an action rpg set in the warmachine universe as far as i can tell, not really the same as a turnbased miniature tabletop game. kind of a shame, i got excited when i saw the link. also i'm just pointing towards warmachine because they have brought loads of innovation to turnbased battle that can be stolen by anyone. <br /
The champion stack of doom. Ideas of my own: I think research is the first problem- it's just too slow- which means early game troops are too weak, which makes champions too strong in the early game. One other idea: mundane troops, when they attack champions, can "surround" them, giving them a chance to knock them prone. maybe # of troops * 10%?
The equip and trade buttons could be combined easily, as trade has the features of the equip screen.
This is a known AI issue, and supposedly an auto-resolve, use no mana option is going to be added to solve this.
The question then becomes, how do you neutralize such a strategy, and if you can't, how do you nerf it? I can see Cavalry being a counter to it, but Cavalry comes after archers usually.
I've never seen one either. Events to me, I'd love to see them work like FFH. Global and local, it's something missing from this game right now.
I like the current system, but I'd like to see some rarer traits, and if you meet certain prerequisites, you can get a "class" which can unlock more stuff.
Check your Stardock accounts to see if the game is there anyway. Plenty of folks last week, including myself, didn't get an email, but got the game the same time as everyone else. Look under my account/my downloads on the Stardock web site. I don't know if it's the same situation, but it couldn't hurt to check.
[quote who="seanw3" reply="17" id="3066740"]I found the beginning game much more exciting with the new XP levels. It is easy to get to level 4 but level 5 is a real accomplishment. I think the next step is to have some better or more unique traits at level 5. There should be a chance to get some pretty good stuff for all that killing you have to do to get there. I would really like it of you could choose a path every 5 levels. That way you can choose to continue along the path you already cho