Perhaps just have them be used once per battle without taking a turn, so basically giving one initial extra medium range attack per battle.
Rhadagast
Death's hand Berserker's Axemen Blade Brothers Cunning linguist's (high dexterity unit)
That [quote who="askjosh" reply="4" id="3072534"] Quoting Stupidity10, reply 2Someone suggested that too stop you from killing all passive champions that arn't your own faction that they should have small armies protect them. That would work vs monsters too. I like this idea as well. personally i think there should be a high level tech in the research tree that would allow you to speak to the other factions champions that have not been claimed yet and sway them over to you
No limit? I deify you to do my taxes with a flaming axe!
[quote who="Stupidity10" reply="2" id="3072517"]Someone suggested that too stop you from killing all passive champions that arn't your own faction that they should have small armies protect them. That would work vs monsters too.[/quote] Yeah that might be an interesting twist.
[quote who="smakemupagus" reply="14" id="3072490"]Looks like Sauron has +10 initiative and Maul. Good thing Isildur and Gilgalad brought more than 7 groups of 9 troops [/quote] lol. I think with a good AI, mage heroes at least could be balanced just by reducing the ease of getting the tactical mana reduction traits. Early on on in .77 it is fairly hard keeping them upright against the environment unless you find a good melee champ to go with them.
I didn't realize this was possible, but apparently while waiting for our fine kingdoms of the realm to learn how to read well enough to manage to recruit one of the champions randomly standing around the world, they can be killed by roaming monsters. Now, I'm not saying it's unrealistic for this to happen, but it does lead to a lack of heroes available, I mean between my own forces slaughtering all the "evil" heroes and the trolls and rampaging maul fueled bears wacking th
1 same faction, 3 opposite for a small map. So far this keep's at least most of the factions safe from the bear apocalypse.
Building custom roads would be very nice. No idea how hard this would be to add, seems like a no brainer if it were easy.
I agree, it makes no sense that I defeat a hero, I get their stuff, then they come back to life with a copy of their stuff again. Breaks the game, and a man can only use so many flaming axes [e digicons]^_^[/e]
[quote who="jorlass" reply="7" id="3071479"]I doubt threading has anything to do with it. Windows's display model makes it so that only the thread that created a window can draw to it or interact with its I/O. What's needed here is a proper implementation of modal dialogs.[/quote] It's actually spelled modal, and if I remember right all the dialogs are modal, the problem I'm guessing is that new dialogs are queuing up in the wrong order
[quote who="EviliroN" reply="3" id="3070846"]Actually, I just tried another test run and this is the first time I did not get one of my new abilities as a choice at level 6 or 9, so it is working, though it was Likelihood 50. As a side note, I modded the adventurers guild to provide a constant percent instead of a base number. 1 exp (maybe) at level 5+ means nothing. Now, governors are not completely useless when they sit in your cities and do their jobs: <br
Due to the threading I'm sure, may be tough to fix.
One note in regard to your performance comment, I've tried running .77 with a small map on a 3 year old laptop with integrated graphics and it runs just fine. Only have turned off a few options but not running cloth only. No crashes even.
[quote who="Lord Xia" reply="29" id="3071196"] Quick question, I have a billion crystals. I never use them for anything. Is there something I missed with them?[/quote] Enchanting....though to your point, I never seem to research it, HA
To me the whole reason these games are so damn addictive is because "in just one more turn" we'll discover a shard, or found a new city, or produce a great new unit, or unlock a cool new technology via research . When done right it's fantastic, you can certainly have a fun game without it, but I'd rather have it than not. However, if I had to pick between tech research and spell research I'd vote for spell research over tech research at least
Hmm, yeah that sounds pretty good in that case then, as long as you can choose a new path every 3 levels or so this would be fun to try.
This does seem to make good sense, and possibly help with making it easier to balance. HOWEVER, I would miss the randomness, in the fact that I could not change my mind later in this system to reclass, and would limit the ability to make a good all around hero. Say I am making a firemage then realize I have no way to secure many shards and I need to go a different direction, it would be disappointing to be stuck in a certain path.
I'd like the option to put cities on auto pilot ala Civ and MoM, but would not want to be forced to give up control of my conquered cities.
[quote quoting="post"] 7. Flee from combat : I keep building scouts. I send them to explore but they always end up being attacked by some craps. Scouts have 3 mov but can barely fight. They should be able to GTFO due to their faster movement but they can't (unless i simply did not figure how to) . As it is now they are doomed as soon as they are engaged. [/quote] Would like to see this as well. [quote quoting="post"] 8. Unit upgrades:
I agree. Something that would be helpful is if they could increase their influence somehow after x turns or via research etc...
[quote who="Autarkhos" reply="1" id="3068703"]Chaos and Pandemonium should just be a Confuse effect that causes them to attack the nearest target.[/quote] Yes. I tried out chaos, cast it 5 times in a row, positive effect every time for the enemy unit, maybe just bad luck but will never cast it again unless changed.
The main tweak I would like to see is that they balance mana production based on map size like they just did for research. .xx for small x.xx for large etc... I mainly play small maps as I unfortunately have limited time, and by the time you have say 11-12 mana per turn, in every case so far the game is already won due to your melee units leveling like crazy. So I vote for more mana on smaller maps at least.
Try wacking a couple things with that fancy staff of yours, you'll get to learn a few spells in no time after you level up. (note: I do prefer the MoM style spell learning better, since you could have more control over which exact spells were learned, but this is growing on me)