All this tech talk goes whooosh over my head. I just wanted to say I thought the new look is cooler. [e digicons]:thumbsup:[/e] [e digicons]B)[/e]
Supreme Shogun
I'm just going to have to leave it at that then, cause I don't agree at all.
[quote who="parrottmath" reply="8" id="3224941"]seanw3 has the right of it. The problem is that regen is not overpowered it is a problem of tactical regen vs. strategic regen. There should be more regeneration per season and less for tactical battle. Another alternative to this is that regeneration is only a strategic spell so that you heal quickly on the strategic map, but not in the tactical battles (although I don't think people will like this option very much).[/quote]
Perhaps there should be advanced horseback tech. So the initial horse tech could give you some basic +2 initiative, +2 move, +20 weight reduction. Everything else comes later at increased research cost. Also for balance purposes, I feel that mounted units as a whole do not give enough oomph to initiative. Initiative bonus should be +5 or 10. +3 just feels like meh, you can get a magic shirt and get that. [e digicons]:P[/e]
Exactly. This is an After Action Report, should have an [AAR] tag. There is nothing here in regards to spell of making victory other than he/she got one. Not even feelings on the matter. Too early, Too late, too easy, too hard, not enough resources, cost too many resources, etc.
good catch then!
Also need to address the stupid pioneer who got thru and built a crappy little outpost on the edge of your territory. Which usually creates a new border adjacent / overlap yours. Outpost X is now mine -- Offer some gold (nice option ) -- That's what you get for ignoring my borders (neutral ) -- Cancel Treaties -- Your race is tasty anyways. Cancel Treaties and Declare War (not so nice option )  
Well said Chizzops. It needs to be expanded and implemented better. I also believe things like chain armor, getting an extra 100% defence to cutting should instead just take 50% more damage from cutting. Same goes for plate and blunt weapons. As far as the magic system, there needs to be a whole crap ton of work. having equal amounts of damage doers in all elemental flavors and various ways to protect oneself from them is key. Summons should do magic
[quote who="marionesi" reply="3" id="3225180"] Since 120 people clicked on the post but just 1 replied, I was wondering why. Was it because... 1. you thought this to be too big a change at this point of the Beta 2. it was too long to read 3. it was uninteresting, or not needed a change 4. you just felt there was not much to add or what? Thanks in advance guys for the feedback.[/quote] 1) Yes 2) Y
Yep, seen those reported before. The additional bug is what happens if you have more production and could produce it faster than the 3-turn cap. It is working as it should? or designed to at least. I had the same idea about it, but that's how I've seen it explained.
RE: Cities, there is an option that is by default on that the game places the buildings for you. You can go back to manual placement by unchecking that box. Since this is a UI thread, a clear backstory button for people who want to write about their Sovs.
There is such a spell, but it requires you to be an archmage in earth magic. (5 ranks)
Holy wall of text batman. I think ranged were carefully placed to be equal to groups of melee weapons. Which is okay, so long as both get upped somewhat. I also agree about the throwing knives. You will get zinged a hundred times with them long before you can equip troops with your own or buy them.
What on earth do you mean ?
Can't wait to see it. It doesn't make sense to me that monsters wander around so hap hazardly. Even if you get some crappy message from them.
Yep. Downright evil. Better use those turns wisely or else then. Should be enough time to tech and build some basic units.
I'd like a summoner hero to be viable but it needs some help. Cause they're aren't that many summon spells. You can only have just one. Getting summon I, II, III skills to come up is just as hard as getting the right magic flavor to level up. Very hard. The random number generator is a merciless god. anyways..
I disagree with the ideas. Bumping attack values on weapons (question is how much) but even a small boost makes units way better than champions. There is a careful line of balance. Even though I don't care too much for wealthy / betrayers. I don't like prestige increasing costs.
Sweet Jumping Jesus, what a douchebag. Person didn't know how good they have it. I'd love to work for Stardock.
I just want to provide some feedback and impressions. First off I removed my own changes to weapons and installed the latest version overtop of it. The old phrase be careful what you ask for, you might just get it (more aggressive monsters). Applies. Game settings: I changed monsters from dense down to moderate, play challenging, and moderate. 4-5 AI on medium map. * Darkling armies need to be tweaked down. Warg riders - wtfpwning you
[quote who="seanw3" reply="19" id="3220477"]@Supreme Shogun, Did you take a look at my balance mod's weapon changes? I have a pretty solid progression there. My design assumes that higher tier weapons needs to be slightly better than the previous ones, without making the old weapons completely obsolete. One thing that helps me is having an xml equation that shows me the min/max damage a weapon will do against full sets of each armor type. I suggest making one for anybody t
I had my own experience with this, where I had over 300 influence and still couldn't build it. The problem sometimes is that if you need more crystal, the popup will still say not enough influence. So watch out for this phenomenon.
I also think that after level 4, you should be guaranteed at least one trait from your chosen path. In addition. The RNG is a merciless god.
Yes, every magic flavor could use its own range of summons, since one cannot master ALL. Mages are going to specialize.
I'm still saying it's all too easy. Every victory. Conquest is easy cause the AI needs help. Alliance is easy. Spell of Making is easy. In fact, it's even easier than Alliance when it comes to placement on the research tree. Since magic victory is more or less research victory, it should be farther back. I am not advocating adding more time just for the sake of adding more time. Pushing it up the tree is only one part of it.&nb