Sethai

Sethai

Joined Member # 2302684
33 Posts 577 Replies 19,872 Reputation

[quote who="Wintersong" reply="7" id="2845277"] Quoting FatNonFree, reply 5you should be able to research the other magic books that you don't pick in the beginning of the game later like the book of fire air etc Scared of being forced to make choices in sovereign creation? [/quote] actually i agree. it seems odd that a mega powerful end game sorceror should have no way of discovering magic available to some start-up hedge wizard. i'm not saying it should be easy to get hold

26 Replies 16,991 Views

well that was a relief. because you really shouldn't come on here for medical advice.

9 Replies 5,200 Views

i would hope they'd be able to enter enemy territory without incurring a declaration of war. that would give them a little more purpose. of course, the fact that they're buried so deep in the tech tree that you've fought 2 wars before then might make this function slightly pointless.

11 Replies 6,111 Views
Reply to Metal?? in War of Magic

i don't mind not being able to get metal some of the time; you can build pretty decent archers and light infantry without it. and there are always (or should be) the alternatives of recruiting monsters and using summons instead. however, in my case i almost always have access to ventri metal before a real war gets started. symptomatic of one of my biggest gripes with the game: having to research the entire tech tree before the game really gets going.

17 Replies 10,455 Views

generally i think elemental spells should always be more effective per mana than their basic spellbook equivalents. always. i think they need to get in clear in their minds whether INT or shards (or both) determine spell power and apply that rule consistently across the damage formulas. you could give shards another role like reducing mana costs. there also needs to be a compromise between spells scaling and simply making more higher level spells. i can't see why there should't be a h

12 Replies 24,895 Views

[quote who="LightofAbraxas" reply="14" id="2843616"] This has to be one of the most ridiculous things I've seen posted on these forums. To suggest that your favored playstyle is the way the game "should" be played and encouraged in everyone elses playstyle is just absurd. Sorry, but it just is. Not to say that it's not a valid strategy, but there should be multiple avenues to victory. That's what makes it a strategy game and not a complex puzzle game.[/quote] apo

25 Replies 25,137 Views

i get this too; monsters attacking in the early game that it would have been completely impossible to defeat. i like how the monsters work and behave, but this SHOULD NOT HAPPEN. what if that had been someone's first game?

15 Replies 12,412 Views

agreed; exploration is currently the only reason i build ships. trade map info diplomatic option would at least give me a reason to use diplomacy other than to steal daughters. i would also like it if diplomats were able to traverse enemy territory without incurring a transgression (it may work like this already; i'm not sure) on a related note does anyone know what happened to the reveal spell?

5 Replies 4,342 Views

[quote who="Andrew Meronek" reply="12" id="2843563"]Another strategy that could be implemented but is rather hard to do is to city spam around resources until cities reach an arbitrary influence size, then raze all cities whose influence radii are covered by other cities. This can use up early food - which is not bad; it seems like it's a good strategy to try to let as little free food go as is possible, and then raze certain unnecessary buildings to free up food to create new impo

25 Replies 25,137 Views

now that mana is global, the advantage of having multiple channelers is very slight; more logistical than an increase in total power (so long as the mana gen is balanced of course). so to my mind they should all be natural channelers. personally i don't like the idea of charging a mana maint for imbuing at all. it has to be dismissable in order to not break the game, but so long as it remains so, it will be open to exploitation. more than anything, it just doesn't feel right lore-wise

18 Replies 14,153 Views

[quote who="jecjackal" reply="1" id="2843540"]You have to resarch raze city (its in one of the conquest techs IIRC). The option will be in the main city dialog (Clicking on the giant button in the middle lower part of the screen once the city is selected. Our sovereign can move mountains and hurl fireballs but he can't light a match to burn down a town.... [/quote] i agree; i really don't think this should require researching. one of the great things about

3 Replies 3,787 Views

it does get to me after a while. but then, i have also exhausted the star wars, lord of the rings and crouching tiger soundtracks as well. you can never have enough music.

13 Replies 9,133 Views

[quote who="cfehunter" reply="3" id="2840615"]this should be fixed but in all honesty, why are you walking around with your sov on his own? That's asking for trouble.[/quote] really? a level 10 sov in legendary plate shouldn't be able to take on a band of spiders on his own?

9 Replies 8,285 Views

It feels kind of sad that even my magic focused sovereigns all end up wearing the same equipment by the end of the game. I'm not asking for a spell-disruption mechanic, but is there any way we can get, for example, some magic robes that offer reduced defense but boost INT? Or something?

5 Replies 3,546 Views

[quote who="Cruxador" reply="11" id="2840226"] The irony here is that a "saving throw" generally means an all-or-nothing system, whereas "resistance" tends to be a proportional reduction to damage. A saving throw system is actually what we do have, whereas an actual magic resistance is what you're asking for. [/quote] i guess i was thinking more of the D&D system where a successful reflex save means you take half damage or so forth. and also, everyone has some reflex sav

15 Replies 7,500 Views

spell resistance, spell power, and spell casting requirements.... when i read about the stat changes, i actually thought INT was going to be the MOST desirable stat in the game. i mean, it's a game about magic and they consolidated the magic stuff into ONE stat. as opposed to combat oriented sovs, who have to pump points into three stats. the reason it hasn't come into force must be because - spell resistance is underpowered - there are no higher level spells t

14 Replies 14,990 Views

the way i see it is that it's very difficult to increase population costs without pretty much handcuffing people in the early game? personally i think the quick and dirty fix is to simply give the player more population in the first place (ie, start the capital with ~30 people), then the game could just about handle an overall doubling of pop requirements. i'd also recommend making the citizen costs of troops to be several times the number of guys (representing the fact that you are taking br

12 Replies 8,941 Views

it's not that bad, just that there are no other spells capable of dealing that magnitude of damage. though i will agree it does need some way for the target to mitigate the damage. if only we had a saving throw system. the new magic resistance is a good start, but it only works as an all or nothing mechanic, instead of reducing damage.

15 Replies 7,500 Views

on a related note, am i the only one that wishes children wouldn be level 1 when they come of age? it puts them out of kilter with other units in that stage of the game, and questing/monster hunting with them all to get them to the higher levels is such a pain. perhaps there should be some mechanic that gives some of the xp earned by an individual to other members of the faction? so that if you choose to have lots of champions and children then they will all level together, but slightly more

10 Replies 9,744 Views

personally i'm with the people who think it's too slow at the beginning. so much in this game is locked away until you have the right techs, the whole game to me feels like one giant early game followed by a short and anti-climactic late game. you need to be about 40 techs in (across the board) before you can make any military units that aren't just naff units to scare away the monsters. so i do think it needs to be faster, although i'd also prefer it if half this stuff didn't have to

21 Replies 22,106 Views

[quote who="Alstein" reply="2" id="2837692"]Diplomatic option idea I saw from someone else: Spend diplomatic capital/gold to bribe monsters to attack other factions. Unsure if AI can handle this though. [/quote] yes, this got a lot of support when it was mentioned and i'd like to add my voice to that choir.

79 Replies 186,808 Views
Reply to Magic Hack in War of Magic

[quote who="TarlSS" reply="15" id="2837696"]I would simply be in favor of A) Making ALL spells scale somehow via intelligence. (Enchants are more effective, summons less costly, etc) [/quote] actually i dispute this to a degree. we currently have a situation where there are very few spells worth researching in the midgame, and very fw spells capable of doing a worthwhile amount of damage by that point. to my mind, the solution would be to add some more powe

18 Replies 14,295 Views
Reply to Magic Hack in War of Magic

imho personal mana limits, spell points or the such like seem like far too complicated a solution. i think essense is much better, straighforward, and people are familiar with it already. plus it will free up mana maint so that people can actually use summons and enchants.

18 Replies 14,295 Views