That's not a balance argument. Also, damaged units replenish with presumably new troops when they heal.
ohgoditburns
It does like half as much damage as flame dart too. I'd say it's good design.
I don't understand why level should decrease for upgrading unit size as opposed to upgrading equipment. Both of them make your unit more effective.
I tried Betrayers + Legacy of the Seranne + Guile with a 12 player map. I had trade routes with... 10 of them? It still felt like it took forever to cast and when I finally cast it, it didn't have a noticeable impact. At around 200 influence, it *might* be worth it.
Maybe have multiple quest scrolls for easy -> deadly? Takes a bit of the gamble out of it, but at least you can't rock a deadly quest for a mere 50 gold anymore.
I'd like to see a reason to build more than one fortress. No reason that tier3 upgrades can't all be similar - free impulsive, free charge, free endurance. Depending on what sort of troops I want to build there, I'd choose any of those.
Yep. Pirated it initially (shame), and then wanted the updates and decided the game was good enough to purchase. The base game is fun and replayable. There's a big difference between playing a sparsely populated map (3 to 4 players on a medium size) and playing a packed one (10 players on medium)... or going with 1 wildlands vs. "many" wildlands. So far I've had good success with a heroes and henchmen questing faction, a warmonger faction focusing on high armor,
Keep in mind that the large pricetag on certain software is because the intended use is in a corporate for-profit setting, i.e. it's an investment. Fortunately, a lot of them have free software for students or at least reduced academic pricing. If you qualify... it looks like you can get 3dsmax for free: http://usa.autodesk.com/adsk/servlet/item?siteID=123112&id=14185424 &n
Really happy to see that you're working on this. I had roughly the same idea while I was playing last night. The current situation is really unsatisfying. For a simpler system (which would require less techs), why not reduce the number of levels for each armor type, and use repeatable techs, +10% to blunt defense, +10% to piercing defense, +10% to slashing defense for continued improvement. Trades some complexity and realism for a more gamy rock/paper/scissors, but I