Second confirmation. This is after I've successfully edited the Scion design (and had it retain the 'level like a champion' attribute) and entered the editing screen for Darklings, giving them weapons (which changed on the model) and armour (which did not appear on the model).
CrazyHarlequin
[quote who="Lord Xia" reply="7" id="3075166"]Get rid of the "discipline" trait, or any trait that gives a + per level, and give units more defense against damaging spells. Fixed.[/quote] For the first time today I had a game where research went deep enough into the tree to unlock the discipline skill for troops I could create. It got me thinking that traits like Discipline (bonus per level) fit the fragile, rarely highly levelled troops much better than the immortal champions. I
[quote who="Garisi" reply="8" id="3075640"]Arbalest, crossbows.. yeah. Yeah. Seems awfully strange that you'd have to spend years researching how to use a basic short bow. Still, there isnt a lot of point in adding more ranged weapons if they're going to be mechanically identical to bows. There's no max range for bows, no ammo.. traditional bows dont scale with strength at all, so there's no benefit to giving a weak fighter a crossbow.. [/quote] Plenty of b
Movement is difficult to affect as it is by default at 2, whereas there are about 5 different parts to an armour set. Have one part provide a -1 to movement? People will just avoid it. Have each part provide a -0.2 to movement? People will either find the threshold where they lose a point of movement and tiptoe it for maximum armour, or if you lose a point of movement the moment you have ANY heavy armour, just go full barrel. Personally I would like a set-up where you can mix-and-match differ
[quote who="jpmcconnell" reply="27" id="3061985"]Get rid of it unless it serves some gameplay function. Currently the only real effect of building placement is so you can sprawl out your city to 1. Give you instantaneous movement from one end of a city to the other 2. Bring resources into the protection of city walls No other reasons or gameplay effects, and in my opinion both of these are just cheese. Seems like having an iron mine inside your city should not
Currently initiative is just too easy for champions to get. While waiting for traits more applicable for the champion design I have in mind ("More dex based traits? I want this guy to be a huge axe wielder! Not an agile strutter! Oh well, I'll just grab the bonus to move and initiative") I usually end up with champions with ridiculously high initiatives. One game was pretty much over the moment my master-evoker fire mage had enough initiative to get two turns before any enemy unit had a c
I've noticed the same thing, where armour feels like it's improving from each stage so much, that you feel no desire to use the lower levels once you have the higher levels. Even the auto-upgrade-equipment feature just treats light armour as a stepping stone to 'the real stuff'. I've got a half-typed up post saved where I'm trying to decide how best to present a variety of issues, but here is what I worte about armour: Change the armour r
[quote quoting="post"] 1) Unit formations/tactics: research tech to unlock unit "types". This would include heavy infantry blocks to light skirmishing units. Each class of unit would have specific inherent bonuses regardless if they have a short sword, hammer, axe or a spear. I feel this unit class variety is important, otherwise there is never any real reason to not produce the max number of your current best unit (except due to resource constrains). Ideally
I'd love some kind of benefit to horses where the troops riding them get a bonus to attack if they've moved X squares before attacking the enemy. Or some kind of similar benefit if armed with bows (horse archery has a special place in my heart since Mount & Blade).
The research in this game could use a bit of tweaking (I'd prefer easier to research nodes that granted smaller advantages), I'm of the opinion that research is a great way to simulate progression of society from a dark-age post-apocalypse into a newer renaissance.
One of the massive areas of appeal for me in GalCiv2 was the ship designer. I loved the feel custom-designed ship aesthetics could give an empire, and it gave the game a massive amount of replayability. However with the way the unit designer functions it is very hard to make unique-looking soldiers without sacrificing combat ability. With my personalised Wraith empire I've taken to sacrificing the torso armour slot and using black robes instead of armour, just so my troops look unique. Ev
I just played a game where I was severely disappointed by Scions. By the time you really get them, their low unit number (of one) means they are exceptionally fragile. Granted they get more health as they level, but in the meantime you're coddling a diet-champion along. A great deal of this fragility comes from the fact that if defeated, they're flat-out dead rather than just injured as other Champions are, and the difficulty of equipping them with new gear that comes along. You can u
I like the random element, it makes you work around things rather than just making the boring optimised option. But increasing the number of choices would be ideal. My ideal level of randomness would be to have 'common' traits the character qualifies for always be available, then a second window of random uncommon and rare choices. This is a nice compromise between the two, as you are always guaranteed a choice in the common selection that would fit, but there is the chance of
[quote who="Edwin99" reply="4" id="2830254"] The base stats of the non-human different races could be different (Trog: Strength +2, Intelligence -2)(Wraith: Constitution +2, Charisma -2) A race could be given access to race specific talents A race could have access to race specific spells A race could have access to race specific spell books (i.e. Wraith: Undead Spell Book) A race could be allowed to purchase "specific" additional spell books at creation at twice
I don't see why the idea of 'spending' Diplomatic Capital is so difficult to understand. Let's use a real world comparison. You are at the bar with someone you don't really know who seems surly and often says the wrong thing at the wrong time. Due to this you have a bit of a stand-offish relationship with the guy. You're also there with a fun fellow who tells great jokes and makes you glad that he's around. Even though you don't really know the guy yet, he's good fun and you enjoy his
[quote quoting="post"] faction differentiation [/quote] See this part? This part right here? You've got me on side already.
[quote who="cpl_rk" reply="4" id="2808084"] Quoting Gwenio1, reply 3 Quoting cpl_rk, reply 2 Sometimes it does some kind of special damage, it occasionally hits one of my summoned guys and does like 40 points of damage & seems to inflect some kind of spell. Of course there is no description of this in the manual, so I have no idea what it is actually or what the chance is of it doing its special damage, it seems to have a small percentage chance, like crit
Unless your hunter is actively killing enough wildlife a turn to feed 50 people, the name doesn't really apply. Green Thumb implies a sovereign with an interest in the fields their people uses, so it's appropriate. Only major name change I'd like is the ability to input a custom plural name for soldiers I make. I don't want my Axeman soldier type to end up as Axemans.
Personally if they do an RPG I'd like to see it in a different genre to the standard fantasy fare. Something like a Superhero RPG. There are three superhero MMORPGs, and the only single player superhero RPGs I can think of were the old Freedom Force games.
For me the big problem with champions is their fragility. They're amazingly easy to kill with their few HP, unless you massively up their constitution, in which case they end up useless in battle. But it is very possible to end up with powerful characters. With a longbow, a little magic equipment and a LOT of strength, you end up with a bowman/woman capable of dropping half a regiment a turn. A quick example of how to achieve this: Leather armour (to avoid speed penalties), the equipm
Well that's something that should be fixed. As much as I love the Raise Mountain spell - I'm a fan of chokeholds, and one of my favourite atmospheric things to do is create a large city in the middle of a mountain pass, and raise mountains around it so the only way into my territory is by conquering the city - it really needs to be made harder to get for that very reason.
Why not just make it so that cities need a food/maintenance consuming building to project a small 'teleport sphere' around them, and you could only teleport within that sphere. I still recall with fondness one game I played where I had to guard three mountain passes to the peninsula I was based on, from two different, powerful Fallen empires. 'Tish and pish, easy', you might say, but I only had one mine and highly limited gold. I had to make due with soldiers with inferior, material-b
[quote who="Glowing_Ember" reply="37" id="2807207"]actually with regards to the greek phalanx, it was well armoured for its time but it had limited offensive strength because they held the spears overhand above the shoulder which does not lend itself well to producing a lot of armour piercing power, so when the heavier armours started to show up, the phalanx got out-teched. I don't know my history well enough to go into more detail than that but iron > bronze so that was that. (
[quote quoting="post"]your starting spell book selection will be non-shard restricted utility spells and you can research the Elemental magic you need based on your surroundings. [/quote] Small point of concern, does this mean our starting spells are ALL utility, with no attack options? This will greatly shake up my starting game, as suddenly my previously-fire-dart-slinging sovereign is far more vulnerable, and until I research weapon techs quests are MUCH more dange
I think it's just meant to represent a sovereign who has a better grasp on the process of growing things, rather than a sovereign who delays governing for a little while so he can finish tending his tomato garden that will feed half of the city.