Werewindlefr

Werewindlefr

Joined Member # 2728610
28 Posts 717 Replies 14,432 Reputation

[quote who="CariElf" reply="55" id="2838910"] I'd personally rather just make the existing code work better. If the resources actually spawned near you, you get a more direct benefit from the tech than if you just are able to know what certain kinds of resources are once you research a tech. [/quote]And then you lose part of what makes the game fun: fighting for the rare resources. I mean, those ventri iron and crystal shouldn't be given fairly to each players.

102 Replies 38,636 Views

[quote who="CariElf" reply="51" id="2838858"] The problem with having all resources spawned at the beginning of the game is that then you can't build cities on those tiles, so you'd get a message about needing to build on an empty tile (which it would look like), and it would suck if we let you build on those tiles but then destroyed the improvement. [/quote]We suggested solutions to this problem, though. And there are others you might come up with, but the current system is

102 Replies 38,636 Views

Civ 4, Adventuring 4, Diplomacy 2, War 12-15 (I don't actually need to go that far), magic 4-5. I rush light/heavy plate and superior cutting weapons, then I kill everyone with an invincible army of 4 dudes who aren't even that costly to produce.

16 Replies 8,251 Views

I vote against. I want population at the core of the game, and that means making food one of the few resources you shouldn't be able to reproduce with buildings.

21 Replies 6,713 Views

[quote who="Wintersong" reply="43" id="2838696"]Case 1: Tech spawns stuff that may or may not appear in your land. Case 2: Resources are hidden and need a tech to make them appear to your eyes... they may be in your territory or they may be not. Only difference, is that with Case 2, the enemies cannot see/use the resources until they get the techs. With Case 1, they can see/use them (depending on spawn) and plan accordiingly to the situation (and later add more resources

102 Replies 38,636 Views

That's my point. Although iron, food and gold are vital resources you should always have (but you don't have to make them spawn near the players, just make them more common), crystal, ventri ore mines and lost libraries should have entire wars fought over them, and should never be placed conveniently at the doors of your empire. It should be so that if you have one in your territory, other factions will get envious and will want to steal it from you.

102 Replies 38,636 Views

Is it possible to have resources spawn at the begining of the game in a future patch, and the techs only reveal them, Civ-style? I mean... it's kind of weird to have techs *create* resources all over the place. I know it would require quite a bit of code change, but maybe for 1.2?

102 Replies 38,636 Views

√((att1 / 2)^2 - def2^2) = √((9 / 2)^2 - 5^2) = √(20.25 - 25) = 0 (actual was 1) No, the subtraction is performed outside of the square root, not inside. So, the minimum is att1/2-def2. But yeah, that should still make 0. Odd: it seemed to work that way in my case.

11 Replies 10,139 Views

Damage is calculated as follow: roll between (N/2)^2 and N^2, take the square root. I don't know how the rounding is done. Armor rolls between 1 and N^2 and takes the square root. No 1/2 hard cap here.

11 Replies 10,139 Views

Just tried again with the archers. Got to longbows, fought against leather armor dudes (~8-9 armor). I was doing light damage, even though I had the best bows in the game (which I shouldn't have obtained this early, but it's a different issue), at least 2 tech levels above leather. Against plate and heavy plate... it'd be just pointless. Crude bows are on the same tech level as leather, and I can send you a savegame that shows you how weak they feel. 3 crude bowmen against one dude wi

102 Replies 38,636 Views

What kind of guys did you fight against ? Because those light-plated soldiers Resoln throws at me are totally immune to bows. And that's just light plate :/.

102 Replies 38,636 Views

Then, as long as it's just one step in a series of many, I'm satisfied. I hope you understand my concerns, though. And yes, I understand the need to proceed slowly (the last bow nerf made them useless for obvious reasons), but I will most likely say that a lot of changes are still needed after that :p.

102 Replies 38,636 Views

[quote]20. Lowered defense values slightly.[/quote] Uh.. it's been changed to "slightly". Seriously, I don't get it. With the major changes made to the game, how can values which were already completely inconsistent still make any sense and be relevant ? I mean, it's not like I'm the only one thinking this. And it's not like it's not obvious: if you rethink your system as deeply as you did, if your probability curve has been changed, you need to forget about *al

102 Replies 38,636 Views

[quote] 20. Generally lower defense values [/quote] It's a good start, although I hope that you guys are looking at the big picture to see if the rest of the values (weapon damage, spell damage, hit points) works well with those values.

102 Replies 38,636 Views

Big edit: I've now started to design a real balance mod that redesigns the way armor works in the game, by removing parts and lowering the armor values critically. Weapons have been adjusted accordingly, and a spear is not threatening until heavy plates come into the play. A broadsword will keep being a (mild) threat to high-end armor such as master plate, the only armor being almost out of reach being a suit of Legendary Armor with a shield. Maki

19 Replies 10,060 Views

Small changes to the OP: I didn't mean this to be an "ad'" to the mod and it rightfully bothered some people that I posted a 'mod' in here (it *was* kind of rude of my part. I blame sleep deprivation after playing too much.) I'll create another topic in the mod forum anyway.

16 Replies 25,754 Views

[quote who="tjashen" reply="5" id="2837564"] Spears should be reduced slightly. 9 is too high I think. 8 might be OK. 7 versus a 6 attack with a shield seems too watered down. Perhaps Oak Spears have 8 attack, and Boar Spears appear a little later in the tech tree with a 9 attack? Boar Spears also take 1 more material to build currently, so this would justify the difference in attack value. Otherwise, I'd suggest that Oak spears use material

15 Replies 6,343 Views

Well, in your example, you reworked the armor values massively. That works too. Both ideas work - actually, the good point of yours is that it lets HPs as they are, while mine (decreasing some armor values, but mostly increasing weapon damage) requires a major change in HP values to keep up. It's all up to the devs, but I hope they're listening to us when we're saying that the current values are not adapted at all and that the changes that are needed are big and need to be made in a b

16 Replies 25,754 Views

I don't know, since the system has changed so profoundly, why should Stardock avoid actually trying to reconfigure the game to fit the system ? When you make changes that are as deep as the ones that have been made, it is important to look at the consequences and reassess the portions of the game affected by this change, or it doesn't make sense. If D&D was suddenly using a D6 for attack rolls (ridiculous idea just fr the example), then all the values for weapon, spells, armor, and c

16 Replies 25,754 Views

It's not so much a "spiral of power"... it's actually less so than what currently is there. My point is the following: current figures haven't yet received any tuning: they were leftovers from a previous system and left there because the main focus was on debugging, not making the figure consistent and fun. I'm not advocating for "complete starcraft-like balance", but at some point we need to sit at the table and discuss how to fill those XMLs, because it hasn't been done yet. If we l

16 Replies 25,754 Views

Maybe the +1 gildar is on the weak side. The +1 tech, however, isn't. And the +2 food is huge. Especially since children can inherit it.

6 Replies 6,308 Views

[quote]Full Leather is your baseline. Average weapons should be about equal in attack to said leather.[/quote] I don't know what you mean by "average weapons", but you want to avoid "blocked" results. Total damage avoidance should be the realm of two things: dodge, and armor that's vastly superior to the weapon you're using. Otherwise, armor should reduce damage, sometimes by quite a lot, but not absorb it completely. Otherwise, I'm glad I'm not the only one thinking tha

9 Replies 3,997 Views

[quote]I think increasing the HP is a mistake, because this makes the combat spells less powerful.[/quote] Wait, what's preventing Stardock from raising the power of combat spells as well? [quote]With square/squareroot in place[/quote] From what I've read in a post by a dev', there's also a hard low cap a 50%, meaning you can't roll below half the max value. [quote]Conversely, an 18 attack versus a 3 defense will only be blocked 1 time out of

16 Replies 25,754 Views

[quote who="kenata" reply="1" id="2837351"]Honestly, I don't think that tweaking the numbers is the answer to fun or balance in tactical combat, which I am sure is not a suprise. If one truly wishes to make combat more fun and interesting, the answer is the same as with most other systems, Choice.[/quote]If you're trying to say that the game can be fun without balance, I disagree. You can add 5 thousand cool abilities to the game, if the fundamentals are wrong, it'll stop being fun after half

16 Replies 25,754 Views