[quote who="parrottmath" reply="8" id="3248255"] This -25% attack / defense does this also apply to when we complete quests in other people's lands as well? Say I spawn kill the butcherman quest inside an enemy land. Do I get a -25% attack / defense when completeing that quest?[/quote] I believe so.
CogBurn
Another vote against hostile lands penalty. I'm not sold on simply slapping armor on militia as a fix either, but I would prefer it over the hostile lands penalty by far. Please rethink this one, Derek!
Cool, this sounds positive. Don't make me build troops, mister. I will queue spear-men so fast your head will spin. [e digicons]XO[/e] If lone sovs can't trash cities and you can tackle the issue of warfare techs obsoleting previous ones, I might just shut up about being able to solo the game/having to build troops. Though, monsters might still need some anti-hero love...
[quote quoting="post"]2) I may have missed this. but in the city info screen, can you tell if your city is specializing in growth, research or military strength (i.e., the choice you make when it hits level 2), and which bonuses apply? On some games, I have so many cities that I forget which ones were to be my specialized powers for those aspects of the game.[/quote] Once you reach city level 2, an improvement appears under the constructed improvements list at the bottom left of
[quote who="seanw3" reply="51" id="3246998"] There is little impetus to build troops, but at the same time, it takes too long. You could spend your entire build queue trying to train enough units to defend cities and still not be able to against monsters and enemy heroes. It takes too long and you can't afford them.[/quote] I don't think building any one unit takes too long, I think building any one unit that becomes obsolete trash the moment someone researches the n
I'd like a menu in the city management screens somewhere where you could choose two cities and click "build road" and then design the layout of the road pathway between them, and queue that road for a small production in the build queues of both cities (Just something in the 2-4 turn range, depending on road length). Maybe only if you have a path of governor hero in one of the cities or something.
Option 3 makes a ton of sense. In a large city, the insurgent population would naturally be bigger and more outspoken, and take more time to neutralize. I like it! I think unrest in this game in general is too low, its far to easy to zero out even captured cities and hike taxes to brutal+.
While I don't want cities to be an easy pushover, you have to be careful about making them too autonomous. The last time we had this discussion, my stance was that there is already too little impetus to build your own troops in this game, and cities with strong self-defense will only further deflate the need to build troops. I haven't seen anything to massively change that paradigm in the last few betas and I stand by it. Sure, I think a city shouldn't be able to be knocked
[quote who="Lord Reliant" reply="175" id="3244235"]I've seen a lot of posts about it, but seeing how you do it would be helpful.[/quote] Its no mystery. Earth 2, Life 1, Armorer, Might, Hearty (Is it called hearty? The +hp/lvl and immune to poison one), Cruel. Rusty short sword. Cast stoneskin and regen. Look for mites, ruffians, wolves, lone darklings, rock spiderlings, and any goodie huts. As you pick up levels, prioritize adventurer's boon, potential, lethal, trainer, blood
I can make a full fledged thread of it monday or so, but for now you're more than welcome to have a look at my save game. https://www.dropbox.com/s/86wa0oe31sm1c0o/Robb.EleSav Sov is level 26, 60 atk, 43 def, 112 hps, 31 init, 132 accuracy, 68 spell resist. The world isn't even maybe half cleared, I expect to top out around level 35 or so. Just got done auto-resolving every sing
Terrific, thanks for the attention.
Obviously the answer is to slay the dragon. [e digicons]}:)[/e]
[quote who="Frogboy" reply="10" id="3244165"]Quoting CogBurn, reply 6Brad, can you tell me if the setting that controls being unable to build logging camps and piers after snaking to woods and rivers is something controlled in the moddable xml, or something buried in the code? Well, you could just turn off the option to place improvements.[/quote] You mean the auto-placement? That's not what I'm talking about. Right now unless you settle a c
[quote who="Frogboy" reply="167" id="3244142"]Quoting Lord Reliant, reply 164I wonder if part of the reason it's playable with 1 unit has to do with the campaign? I agree it shouldn't be possible (otherwise the rest of the game isn't worthwhile), but it may need to be a post-1.0 issue since some of the changes are more radical. I don't think a normal user (I know I can't do it) could play that way. There are certain exploits I can thi
[quote who="GFireflyE" reply="163" id="3244119"]Quoting CogBurn, reply 162 You can still play the game with 1 unit in 0.982. Same problems are still hanging around. Maybe they're designing the game so that playing it with a single unit is an acceptable choice? Afterall, you seem to continue to want to play that way... [/quote] I make cities just for something to do, but making troops is simply less efficient than
Brad, can you tell me if the setting that controls being unable to build logging camps and piers after snaking to woods and rivers is something controlled in the moddable xml, or something buried in the code?
Still an awful lot of balance issues between champions and troops.
You can still play the game with 1 unit in 0.982. Same problems are still hanging around.
Obviously should be addressed, but as a workaround for the game you're in, in the short term, does zoming out to the cloth map help? When it changes to the chess-piece style units, you might be able to select the right one.
Attacked a rock spiderling, auto-resolved the combat. My Sov automatically moved onto the square without me chosing to move him (problem one, shouldn't do that) and then didn't loot the lair (problem two, should do that). Save Game: https://www.dropbox.com/s/fkqg1azg6gybmg1/Moved%20onto
[quote who="NorsemanViking" reply="137" id="3243208"]Quoting Wizard1200, reply 134 quoting post Stoneskin does 3 (+1 per air shard) in defense instead of 4+2 Per air shard? I think Stoneskin should protect the target against all kinds of damage, because the effect is much lower. It's basic defence, not just air defence, if that was what you meant? Increases now with +1 defence point, instead of 2, per <span style="text-decoration: l
[quote who="Satrhan" reply="146" id="3243135"]@CogBurn; True, it doesn't address that, but I wasn't trying to make a suggestion that would fix everything at once. It is something that could help, if implemented along with some of the other suggestions made before. Balancing heroes with troops is something that really should be nailed down before the game is released. Although to be honest, I'm not sure if it's even possible right now with the current game mechanics to have the
[quote who="Kongdej" reply="144" id="3243110"]Every post can't focus around heroes owning the world, we have said this on multiple occasions, so I figure the developpers know Sincerely ~ K[/quote] If you solve that problem you don't need to worry about injury healing city improvements and spells and build queues and all that. It seems quite a bit simpler to attack the cause than the symptom. I'm not trying to come off as an obnoxious broken record,
Thing is, proposals like that -- while cool and something I'm in favor of, don't get me wrong -- aren't addressing the core problem that given time, patience, and especially equipment, your sov/champs can still solo the entire world. Having your cities more involved with recovery after death is neat but doesn't help with the fact that it's still possible to win with only 1 unit that never dies.