PyroMancer2k

PyroMancer2k

Joined Member # 2388239
76 Posts 264 Replies 773 Reputation

[quote who="Stmorpheus" reply="8" id="2764603"]how about turn city level up bonus to city trait and just have a bunch more. like each time it levels up you get to choose another trait to add to the city. [/quote] All your really doing is changing the name. But yea the level up bonus should be are more like traits, feats, or whatever you want to call them from a typical RPG. [quote who="Stmorpheus" reply="8" id="2764603"] example: level one you

13 Replies 11,761 Views

You beat me to it. I was gonna suggest there be more things tied across tech trees. As well as ask the in the mod forum if it's possible to have items require multiple research items. For example if you research Magic Items in the Arcane tree and Expert Armor in the warfare tree it would give you access to legendary armor. Everything right now seems to be tied to having 1 pre-req and a single tree path. But in the case of say Legendary armor it doesn't unlock a new tech item it just g

6 Replies 32,278 Views

1) Choice - Like you said every choice should be meaningful and difficult to make, in that they are balanced. I always find it annoying arguing with people who say something has plenty of "options" when there are say 4 choices but 1 is noticeably better then the others. It's like sure a player can purposefully gimp themselves by choosing to but that doesn't really mean there are a lot of "options" for a player looking to play at top level. 2) Counter

7 Replies 35,847 Views

In that discussion he actually suggest what I did in a reply on another thread, which is the basic buildings increase their output as they level up. It wasn't really new buildings as part of level up process. But as for buildings and level ups in general I original didn't mention them cause I started the thread just to get something more added that was "simple" to get the ball rolling. I figure the unique level up options tied to what buildings a city has would be a bit more difficult

13 Replies 11,761 Views

I'm not sure the system supports the ability to "merge" cities. [quote quoting="post"] I've always hated the idea of caps so rather than maxing out a city you can just keep growing and growing while receiving an advantage for doing so. [/quote] Well originally the reason to level up a city was to get more room to build. City all cities start with the max amount of building spaces the only reason to increase city level is better tech buildings and increase influence

1 Replies 5,147 Views

[quote quoting="post"] From my point of view it seems really strange that a group of small cities can produce more gold and research than one large city. Five settlements with 20 people for a total of a 100 population shouldn't be able to compete against a city with 2000 people. [/quote] Actually this is a common flaw in the thinking "More people get more done faster". There is a limit to how many people you can put on something to increase productivity. If you only have 1

9 Replies 43,938 Views

Yea I suggested some more production options in this thread. But in a recent post in that thread I figured they need to let you put off choosing the level up option. I mean if they do add more level up options, which they really should, then players are gonna wanna take a look around the city and local area to decide which one to pick. Level up was added to help make cities feel more unqiue so if they are really doing that then it

4 Replies 25,868 Views

Then why bother with the level UI? Simply have build menu update with the new option. A you can only have 1 of this group (level 2 unqiues) in the city. That would be an interesting mechanic if they added it. I wonder if the current system supposes that were if you build 1 building it prevents you from building other ones of a different type. Besides I think there are better things they can do with buildings then have them be the Level Up Bonus. I feel more like the level up bonus sho

13 Replies 11,761 Views

Yea I'm not really fond of the whole everything trains at the same rate regardless of city size or unit strength. And if you can train stuff in 1 turn then why even bother making an army except for defense against the few wandering monsters that sometimes attack cities. If you need to go to war you can build a fully teched out army in a few turns. Better not to have the upkeep from a large army and just wait till you need them and insta build them. In one game I have FIVE cities that could bu

2 Replies 3,319 Views

There are already some unique buildings in the game. Besides you unlock a building type with your level pick then build it seems overly combersome. I mean odds are people are gonna build that unique building since they picked it for their level up bonus anyway.

13 Replies 11,761 Views

Yes they do need a better interface but also need more options on level up. It makes the cities feel bland with so few options. Things tend to feel unique where there is a lot of customization options to them, and I don't simply mean where you place the same buildings every town gets.

4 Replies 25,868 Views

When I take over a city belonging to the other side (Empire/Kingdom) I get all their buildings and bonuses. One of the results of this however is if they have already built some reduce training time buildings then when I build my reduce training time buildings the result is a reduction of training time to 1 Turn. I can train Companies (12 guys) of heavily armored knights in a single turn.

2 Replies 3,319 Views

My Empire Tree is full of units that are no longer on the map. I think most of them are dead and when I click on them it just goes to the lower left corner of the map. I recall this same type of bug in Beta with your Spouse. Anyhow the Tree if full of single units that are not around anymore.

0 Replies 1,974 Views

I'm not sure if this is a bug but it is VERY annoying. When I have a stack selected on the strategic map and I right click on an enemy next to me the way the system treats it depends on if I have enough movement are not. If you have more then enough movement to make the move/attack then it simple resolves the attack and your free to make your next move/attack. If however you have just enough movement to make the move then it does the attack but marks that spot as the location of your

0 Replies 1,449 Views

I've come across 2 quest which I can't seem to complete. The first is Saarg's Treasure where a dragon ask you to find her egg. I got the Egg but when I go back to the location the quest doesn't finish, much like the Rat Tail quest in Beta. The other quest is the Forge quest. I gathered all the piece of the forge and after beating the Hermit gaurding the last piece it said all I needed to do was return to the location and assemble them. I went back to the location on the map but again

0 Replies 1,161 Views

[quote who="Austinvn" reply="155" id="2757241"] Right - my problem is with that "assuming" part. We already know from the patch notes that it's been changed from 1d24 to separate rolls, but are we talking about 6d4 vs. 1d100, or 6 separate calculations of 1d4 vs. 1d100, or some other possibility I haven't thought of? (for the situation of a squad of 6x 4 attack units vs. a 100 defense sovereign). [/quote] Well if they are always rolling Dice with a Min value of 1 then

186 Replies 344,023 Views

[quote who="NeoWolf73" reply="151" id="2755630"] Seems to be some bug with npc's too I got one npc duplicated about 5 times wondering around my world in my current game and they all had the baby picture Cuessessa or whatever the npc is called was the one reproduced. (as an aside all my children have this npc's bio when they come of age too). [/quote] I had this bug in one of my games. Since you say you can't progress far in the game you can check this but in my game it seeme

186 Replies 344,023 Views

[quote who="Austinvn" reply="129" id="2754808"] It's more difficult to give feedback when the mechanics are unclear to us - sure I could say "it feels like defense sucks because my 100 defense sovereign got hit for 20 by a 24 attack squad" - but is that really something that can happen often in the current system, or was I just incredibly unlucky? Without knowing the calculations behind that result, it's hard to say.[/quote] Assuming the Dice roll are 1D24 vs 1D100 the odds of sc

186 Replies 344,023 Views

[quote quoting="post"] + Changed the calculation for battle damage to take multiple troops into better account (with each unit getting an individual attack roll). [/quote] Can you also change the UI to represent this? Instead of having say a 24 for for ATK on party of 4 guys it would show 6x4 or something like that. Or maybe on the Info card the Sword icon in front of Attack would have a tiny 4 under it. Also in case it hasn't been ask as I don't have time to read t

186 Replies 344,023 Views

[quote quoting="post"] Logically, any creature with any sort of per combat turn regeneration should be fully healed after a single map turn, but obviously that presents balance issues. [/quote] Actually if done right it could work quite well. I recall Trolls in MoM had regen and would be fully healed after combat. The main thing that was kinda over powered about MoM's regen though is even if the unit died in Tactical combat as long as you won the fight it would come back w

2 Replies 4,933 Views

[quote]you need to be able to do SOMETHING with a town which is not building buildings that you can't do when it is building buildings. Having a town go idle is painful to watch. [/quote] Yea I know this is one of the issues that helps contribute to the fact that things feel to fast. In other 4x games you NEVER had cities sitting idle. Part of the reason for this was because Buildings and Units were done through the same production line. Having 2 individual productions is a

3 Replies 4,180 Views