peregrine23

peregrine23

Joined Member # 2688337
10 Posts 94 Replies 1,354 Reputation

[quote who="jirkaesch" reply="149" id="3472236"] Bandits not fun? How did that happen? Was looking forward to this...[/quote] Edit: Issue of original post has been somewhat addressed, so I've changed topic of my post. I don't think unrest is a huge problem, it gives you a reason to build fortresses with high food. The problem I see is one of pacing. I often get to a place where the area around me has been cleared of quests and monsters, but I

211 Replies 576,310 Views

[quote who="Gaunathor" reply="15" id="3470128"]Do you mean this one?[/quote] Yes, thank you. [quote who="econundrum1" reply="16" id="3470256"]My idea was for a spore like species editor allowing players to easily create their own race visuals for custom races and allowing them to easily include advisors from your race on all sorts of advisor and information screens but again maybe in the expansions as I admit the up front outlay on assets and programimg would be high.[/quote]<

27 Replies 71,124 Views

[quote who="NaytchSG" reply="20" id="3469136"]Quenching Rain vs Fire School Blast Furnace vs. Water School[/quote] These 2 already exist as Protection from Cold and Protection from Fire. I don't think the others are necessary because there is very little earth damage in the game and lightning avoiding the common resistances available against fire and cold is a major characteristic of that form of damage.

75 Replies 236,102 Views

[quote who="Hellions" reply="52" id="3468359"] The problem is easy to pinpoint. Sventho is one of the 6 champions included in the ChampionBonanzaDLC02.xml file which will only work properly if you have the Quest Pack DLC installed (see the instructions). The missing "ninja animation pack" that comes with the DLC is what's causing the issue in this case.[/quote] Thanks, I guess that's what I get for skimming the instructions and not reading something labeled "IM

69 Replies 299,249 Views

I love some of those proposed spells, especially mirror image and brainwash. Am I understanding correctly that mindblast would be single target and to 1 damage to a group of 1 and 36 to a group of 6? This seems a bit weak unless it is cheap, and I'm not sure that it is something that really feels like it is missing from the current group of spells. The anti-multiple champion spells also seem like they would rarely if every be used. Here are some spells I would be i

75 Replies 236,102 Views

Yeah, I'd be all over that. Man 3 games (counting LH) in 3 years? Your games division is really stepping it up. [quote who="Heavenfall" reply="36" id="3468350"] Yeah, I'm in. Although seeing how you're pouring out DLC for LH, I'd rather have a more expensive option that includes future DLC. [/quote] I also love the all in aspect of the GalCiv3 founders program and would be interested in giving you more upfront for Elemental 2015 (hope that's just a wor

108 Replies 298,991 Views

This may go beyond the scope of what qualifies as DLC and into the realm of expansion, but in looking at ways to tweak the game, an expanded magic system would be great. More and more interesting spells, spell combos, and another magic-using hero-class or two would be great. I personally would love to see the current mage class split into evoker and summoner and then another support or close-range type mage added.

7 Replies 15,189 Views

My favorite thing about being a GalCiv III founder is feeling like I get to see the process of development and have some small input in direction. GalCiv II is one of my favorite games of all time, and so far III just seems to be a better version of it, which makes me super happy. There are very few developers that do a better job of communicating with their community (RIOT is the only other one I've seen that even comes close) and that really helps to forge a solid, devoted fan-base.

16 Replies 71,023 Views

[quote who="Austinvn" reply="27" id="3380420"] Defenders.. I'm not sure what to do with them, they have tons of survivability but in practice it seems hard to get anything to actually attack my defender; so I guess it's good that they have this odd assortment of group support abilities, but none of them are all that good (the 'buff ally until their next action' clause really cripples several of the abilities; the ally you're buffing will often have an action right aft

48 Replies 131,120 Views

Make a Jug with doom maul and replace the 30 hp with the +4 initiative +1 move trait. Add 8 Sions on wargs with initiative boosters. Make all the Sions commanders with the command ability. Your Juggernaut will do insane damage and move 9 times before your opponent's first turn.

3 Replies 9,139 Views

One of the things mentioned when talking about separating hit/dodge from damage/defense is that they could make different kinds of creatures, some that were hard to hit and some that were hard to damage. This sounded great until I got in game and went against a high-defense creature: I had like 20 blocks in a row while the ogre tore my army to shreds. So in fact creatures that are hard to damage are ALSO hard to hit, meaning there is really no differentiation and battles against high defense

1 Replies 3,859 Views

Combat is now super unintuitive, the numbers appearing above creature's heads (especially from spells and abilities like crushing blow) do not correspond to damage taken, nor often to the spell descriptions.

54 Replies 29,871 Views

I disagree with a couple of points here: First - Intelligence affects a number of spells, and any champ I'm going to use as a caster gets a ton more points poured into it than minimum to meet requirements. Second - uncapped total mana puts more emphasis on the decision whether or not to cast spells with mana maint. If mana were capped, as you approach the cap, you have no motivation not to cast a bunch of spells and the downside of mana main is reduced or even e

55 Replies 23,268 Views

[quote who="GW Swicord" reply="192" id="2826814"]Given Stardock's openness to significant change, I'm definitely hoping to see them back off the Boolean essence decision. The arguments above about leaving just one stat for magic-focused sovereigns should be fully persuasive in their own right. Plus, the original essence mechanics with a stat that you could both build up for personal (tactical) strength and spend strategically was the most interesting thing about the early designs, for me anyw

261 Replies 144,563 Views

[quote who="Derek Paxton" reply="165" id="2826365"] Sorry all. The beta build isn't passing QA. Even though it is just a beta, and issues are to be expected, it isn't good enough for release. We are pushing the release until tomorrow to give the developers some time to investigate. I apologize to those who have been patiently waiting, we have more work to do on our end first. [/quote] Thanks for keepin

261 Replies 144,563 Views

[quote who="AM_Shark" reply="127" id="2826149"]"Greater Alchemy- settlement gets +3 gildar" I'm assuming this is a typo and should say "+1 Arcane" since all the others +'s in that new beginning book are +1[/quote] pretty sure this is a higher level spell and thus bigger bonus

261 Replies 144,563 Views

[quote who="Mtn_Man" reply="136" id="2826184"] Quoting econundrum1, reply 134But like gold it accumulates over turns... That's usually not how the mana mechanic functions, at least I can't think of any game that handles it that way. [/quote] Maybe not, bit that's how it works in this game.

261 Replies 144,563 Views

I honestly don't understand the lack of essence angst. First, this should come as no surprise. It is exactly how Frogboy has been describing the 1.1 system for over a month Second, people claim that it won't matter who is casting the spell, but that simply isn't true: that's what Intelligence is for. It modifies what spells can be cast and how powerful they are. I don't get why people are complaining because Stardock didn't come up with exactly the system the

259 Replies 774,531 Views

[quote quoting="post"] Today we’re talking about different ways we can streamline the creation of resources. A long time ago, we wanted to put in a system where I could mine ore which could be turned into ingots and so on. Basically, one resource being turned into another resource. [/quote] Could we get a clarification on what you mean by "streamline" the creation of resources? It seems that the resource system as it stands now is very streamlined. What d

278 Replies 548,391 Views

Istari, I think you are trying to make a system that seems simple and elegant much more complicated than it needs to be. Your kingdom generates mana, you and those heroes you imbue can draw on that mana reserve to cast spells depending on their INT/WIS. If it's the lore that's troubling you, remember that they have said that under the new system the concept is that only the sovereign can cast spells, but can imbue other heroes to act as conduits for his/her spell casting. When

133 Replies 383,971 Views

It's been said before, but bears repeating: Thanks so much for being so responsive to community feedback and questions. It's great and one of the many things that will keep me buying pretty much any game Stardock publishes.

133 Replies 383,971 Views