Good post, hope it sparks some thought. It's more artful than me just saying "Magick Sucks Fix It! " I also don't think what there is so far is horrible but it could use major work added all around. I also think that perhaps certain choices when picking Sovs should grant access to some certain spells. IE warlock or summoner. Some things that either choice would get you and by its design 'not for everyone' only those who picked summoner or warlock
Supreme Shogun
Have you been inside any wildlands yet? That enough of a twist?
[quote who="Kantok" reply="21" id="3148791"]I think this question is useless until we see what the city changes hold and if there are any associated outpost and map generation changes. Those are big issues. This is a balance issue. There's no point in worrying overly about balance until we have all the major systems in place, which we don't at the moment. [/quote] Kudos for pointing this out.
Sad thing about gambler's strike. Would be neat to use with bows. I agree with your (Malsqueek's) post. Also would like to see better tooltips for casting of spells. Like when selecting a target. Use Curse or Blind for an example (has a chance to resist). Why not tell the player a rough percentage estimate of their chances much like melee get showing what they can do if the smack them. Even if you didn't go wi
I also would disagree with Heavenfall for once. My own opinions about summons is there's not enough variety for a summoner to truly stay a summoner. I have mixed thoughts about the shadow warg, its an okay summon it has no defence though. It's kind of kill or be killed with bandits and their dogs. Harder stuff its a speedbump for the mob coming after you. I can see not wanting to allow players to have huge overpowered summ
My name is Supreme Shogun and I agree with this message. [e digicons]:D[/e]
There needs to be a better counterespell system then, cause casting times are yuck and timing is everything in tactical. Fireball is too damn slow. Even spells with 1 turn cast time seem like they aren't worth it, cause the damage that spell would do is not going to equal two rounds of pounding on something as a warrior or assassin. Magic is weak, and you're not likely to get shards of what you want.. It's really disappointing to pick spellbooks at Sov crea
Um.. "Drain Life" is what you're looking for. It's a dark spell not light, so play an empire to check it out.
Needs more summons. Agree completely.
Well seeing as how the AI spams pioneers, they can set off lair monsters which come after the human and not them, this may go towards slowing down the issue. I think if the AI had to clear out the area it wanted to put a city in, it should focus on units a lot more and need less pioneer and therefore less 'spam'. I agree with Yazari in post #12.
This gets to the heart of why Magic sucks IMHO. The spells themselves are like "that's it? That's all it does? " Each magic type can, could and should have some damaging type stuff, in addition to buffs. debuffs, and summons. Fireball needs to cost more mana and take 1 turn to cast not 2.. Storm shouldn't take a turn. Magic is so underwhelming for it to supposedly be so central. Magic items sure got some improvements, but the elephan
This has greatly hurt me more than it has the AI's so.. [e digicons]X([/e] I would agree to HeavenFall's ideas above. To OrionM42 - it's even worse you only get $15 for that $1500 axe not $150...
Thanks for the update but its still the lamest of the lame in terms of situations. Of course a player is going to escort their pioneer. And BAM get eaten turn after founding. The AI should do something about the slag if it is going to build there. Period. None of this ninja founding and cheating on the humans stuff. There shouldn't be an appearance that the AI and Monsters are cheating/teaming up together.
I've also seen trees go white too. The zoom in/out thng works for me.
I am totally miffed since I can't raze it. Let me also say this outpost was placed down inside my boundary area for the city. It was a neutral faction not currently at war with Tarth anyways. Since I can't build anymore and I had a good spot on a river. I am totally pissed about it. Yeah I know come straight to the forums and rant about it. This kind of thing totally kills the mood for playing or testing. Hope this doesn't happen to an
[quote who="FrenziedFan" reply="96" id="3146020"] Quoting Greyclouds40, reply 87PROBLEM: The game has now devolved into what you could call: "pioneer spam." It makes more sense to constantly produce pioneers than it does to build structures in your towns. The AI is VERY aggressive about colonizing new territory (this needs to be toned down) and the Monster AI tends to let it do so. The player, in order to cope with this, must constantly expand regardless of prestige, location or map loca
[quote who="hmsmiley" reply="13" id="3146562"]I don't think a minimum distance is the problem its the fact that the player isn't the first to take action it's the AI.[/quote] I disagree. The problem is both. What difference does it make if the Sovereign gets to move and found a city if it still gets attacked and killed ? My point in all fairness any sort of danger that is game ending or game breaking shouldn't be that close at start. &n
[quote who="Heavenfall" reply="14" id="3146829"] Quoting keithburgun, reply 13>>If I'm reading you right, you want a 4x Fantasy game that has 1) no complexity and 2) no depth. See, this is where you guys have me completely wrong. I want complexity and depth, but a special kind of complexity and depth called "emergent complexity". I don't want there to be 100 spells; I want there to be less than 20 extremely rich and deep spells. Then
I'm guessing turn the monsies down to sparse and hope that helps a bit in the meantime. I agree with you guys and gals here, I cannot compete due to the monsters and the AIs all outbuild me cause they just stomp everything.
- One turn deaths for players and AI are possible. - Monsters in Lairs don't rage on AI players like they do on Human. No Fair! - A lot of concerns I have about monsters is that some of the stronger ones that can sit on a lair spawn similarly dangerous things that can wander about and this happens too soon for the early game. (Specific example - Death Demon (big baddie) spawning assasin demons (EEK! for the early game) and umberdroths can spaw
Summoner or Warlock. I'd have to say both, if I went warlock I'd take air or fire (flame dart and storm are at lvl 2) . Summoner would want some kind of buff spells like stoneskin or flame blade I'd also take life 1 in there since books you can buy won't teach you that. Glazunov1 has very valid points. Yes, recruiting techs are only way to recruit higher level champions (which generally don't suck so bad as level 1 ones th
I will quit knocking spells if I find out there's more stuff like this out there somewhere.
I would like to see the player maybe get 5 to 10% for each sort of economics type tech. So we're talking in the neighborhood of 25 to 30% tops, nothing too major but not as heartbreaking to sell something that has a value of 500 and get 5 gildars out of it.
It's a conspiracy!! Dang AI's. They do not fear monsters like a player does. This is not fair. Plus the wanton rampage and destruction of monsters shouldn't matter if you're human or not - or even which faction you pick.
I was focused on the getting the extra attack and didn't consider the monetary implications. If we want to talk about level 5 and on up champions, this is way more huge. Possibly making natural leader by itself one of the most overpowered choices compared to what other choices do for you. I stand corrected.