Impressive bear. What else can he do?
Krynus
^^ I was also confused as to the purpose of the 4 or 5 champions I saw that I couldn't interact with. It wasn't that I couldn't recruit them, I couldn't talk to them or attack them either, and the ui didn't give any clues as to why, it simply said 'no actions available' or something to that effect. All I would do is get a few recruiting techs, then try and chase some of them down, but still I wasn't able to recruit any of them. And what happened to their names?&n
Sethai, the ideas you presented in that thread are excellent. That would so be the way to go, imho. Good job man.
Love this thread. Great ideas here, hope the devs notice.
I looked at it as 'take part of your life force and share it with someone else', or 'share it with the land' with some of those spells we saw in earlier betas.
That just seems odd to me... Shouldn't it be life magic, or is the sov going to resurrect the land wielding death magic? Maybe make 2 versions of the spell for Kingdoms & Fallen... Would seem just as odd to have Fallen sovs start out with a spell from life magic... Maybe imbue champion could turn into 'corrupt champion' for the Fallen [e digicons]}:)[/e] Better yet, make a 'Sov' spell book, and that plus the other starting spells could be part of
Ok, I know this is flogging a dead horse, but I really can't get past the fact that each attribute only governs 1 thing. It's just too darn simple... Strength - beefs up your attack damage. That's it. What about giving minimum strength requirements to weapons & armor? Doesn't make sense that somebody with a 5 strength can run around wearing plate armor and swinging a war hammer. Even pure spell-casting champions can use the best weapons & armor, g
In my current game I have 4 daughters, the 'weakest' one has about 90 essence, the strongest has a little over 200. The firstborn has a bit over 100, and she has 8 moves yet only moves 1 tile in tactical. Actually, they all move only 1 tile in tactical, yet can attack 3-4 times each.
How the hell do people make "more gildar than they can spend"? My economy is usually humming along well, but I have no problems whatsoever spending every piece of gildar I have, regardless of how much. 4000 gildar in the bank? I'll blow it on outfitting my champs with magic items & equipment, or training squads of units. Gildar in the bank is useless unless the game is paying you interest.
Agreed, Warlords used to do this. When it's obvious you're going to conquer the world, the others should just team up against public enemy #1. They can resume their squabble after they've put you down, but of course for you the game would be over so you wouldn't get to see it.
^^ What Daynarr said, an option to shut it off would be fine, so those who don't want to design their own units can just use the premades. I know I don't even bother designing any units until I have delved pretty darn deep into the Warfare tree.. Of course that will change once the AI is fixed but for now I don't even bother training troops until I have med packs, leather armor, & reapers. Then I lay off again until I have bows. So I only go into the designer a cou
Signed, but like MrCapitalG above said, I don't want to spend hours in one battle moving hundreds of units, so if they could make this work then hell yeah. "Turn Based Environment" so that's what 'TBE' stands for, y'know I never knew that. Edit: Raven done went and snuck his post in while I was typing. What you said would work, having units representing lots of guys... so long as they fix the squad/party mechanism, which we already know is in the
Balance issues abound... Same reason light, heavy, & legendary shields all cost 50 gildar. I really don't like the idea that, as you move up the tech tree, previous spells/items simply become obsolete.
Disregard
I only read some of the first page so sorry if I'm repeating other people, but, I'd rather see combat & magic go more towards the way AD&D handled it. A fireball could, for example, do 4d6 pts of damage, plus 1d6 for every 3 levels of the caster, plus another 1d6 for each fire shard, etc... Int could be used to decide if the caster succeeds in casting, or if he simply screws up and the spell fails, and he wastes his mana (or maybe half the required mana). Maybe int
[quote who="James009D" reply="6" id="2766233"]They could and should just have advice coming from your main champions (highest level or class based). If there is advice about farming then it could come from a "Farmer" champion instead of a "Warrior". Yes, we don't really need Janusk. [/quote] This. Fire Janusk, he's obsolete. Give him the axe! Instead of having a 'disable Janusk' option, they can change it to 'disable advice'.
I like how, in AoWSM, if you destroy a city (or any structure, for that matter) a group of avengers or what-not is spawned. Destroy a city and a group of militia spawns and comes after you. Would be cool
Great job Raven. The zombie looks killer, although I hafta say the skeleton looks like a dude wearing a Halloween costume (with red baggy shorts!). It's the black around the bones that does it... Any way to take the black out and replace it with some bits of hanging flesh maybe? Does the sov have any vampiric abilities, or are his abilities from the stock pool? Edit: Left out Dhuran! Oops... Kudos to you as well bro! Can't wait to
I have one minor, Snathi city, and I'm glad I took it. They had 2 magic items available, one of which I still can't get anywhere else (a ring that adds 2hp), but I haven't gone too far down the magic tree. More importantly, it's still my only source of crystal. There's no crystal mine, no anything near it except for ogres that I can't use, but it generates 1 crystal/turn.
Combat overhaul, including the squad bug and making it so bears can't cast fireball. Maybe a new stat should be introduced, that is only used for special abilities and isn't used in casting spells. Instead of giving units 'essence', give them some 'battle energy' or some shit. Let magic-wielding summons like imps, demons, and elementals come with their own repertoire of spells. The spells a demon can wield shouldn't be dependant on what I can cast. They shou
I may have... I wasn't aware that essence affected the number of enchantments allowed... I'll check the save.
I can't find a guide on it anywhere. The only one that comes close is the one from MagicWeasel, but it's on how to use what you make in-game, not on how to make the effects themselves. I'm hoping there's an 'official' one on the way from SD...
^^ Isn't that covered by the upgrade window though? I'll be double checking that next time I see it.
I'd rather see Janusk get removed completely, even though the option is there. His advice can be covered in the tutorial.
Like this thread. If they don't implement any changes regarding city-levelling, just making the city info viewable before picking the bonus would be a boon.