Mightypeon

Mightypeon

Joined Member # 2775870
17 Posts 42 Replies 410 Reputation

I would certainly be in favor of unrest from cities somewhat depending on map size, or a combination of map size and remaining players.

16 Replies 22,374 Views

Hi, first of all, 0.85 is a great balance improvement over 0.8! No longer are Horsemen with Spears and charge the best thing ever! I am also liking the added choices for level 3 forts, +2 initiative, +X hitpoints or charge and a defensive catapult? All of these are quite valid, although I am currently playing a Gilden custom race that is greatly amused by the infirmary, which leads to very very sturdy units (+2HP per level? so at level 6ish a random guy will have 30ish

1 Replies 20,623 Views

Hi there, after investing about 30ish hours into legendary heroes, I would like to provide some detailed feedback: 1: Heroes: In General, skill tree and the random trait gain from Fallen enchantress both have their charms. What about combining both? At each level up, you get to choose between some random gains (these could also be stat gains) and place something on the skill tree too. I believe this has already been suggested sever

0 Replies 3,652 Views

Hi, I would propose to give units 2 different movement traits, one gouverning tactical movement speed (in a battle) and one gouverning strategic movement speed (on the map). The reasoning is that how quick you are in a battle situation does not have a whole lot to do with how quick you can cross long distances on a forced march situation. Golems for example arent very fast, but also dont tire so they could move quickly strategically but slowly on the tactical field.

2 Replies 6,515 Views

Thats great parrottmath, I will not heavily mod a beta myself though since that limits the usefullness of my feedback. The moddable seems to be very very nice though! I did some modding for dominions 3 and should be able to mod this Legendary heroes quite nicely.

5 Replies 6,481 Views

Hi, I want to make the following proposition for upgrading resource nodes: As opposed to the current system, where upgrades always just give you the resource, one could add a choice. For example, horses could either be bred for war (like now), or be used for meat (extra food), or be used for production (extra production). One could also use metal resources for industrial purposes, as opposed to solely military ones. For shards, it could perhaps be

5 Replies 6,481 Views

The Beastmaster is still cool because it helps a ton early on (and allows you to rex a lot), you can very quickly get secondary groups going (for added heroes) without needing any serious build time, which means that your actual sov gets some trained troops that focus on hard stuff, while whoever else you have in your army takes out the many weakish monsters. 30 mana for a not too bad free unit can be quite OP. Also, if you think only cave bears are nice:

28 Replies 90,986 Views

Ok, the current functionality is: Squad Sizes go from 3 (start) to 4 (Cooperation) to 5 (Squads?) to 6 (Companys) I would be in favor of adding an extra level somewhere. A rough and hopefully simple proposal: Infantry: 3 to 4 to 5 to 6 to 7 Cavalry/black widows: 2 to 3 to 4 to 5 to 6 Golems/Harridans: 1 to 1 to 2 to 2 to ?3? (I think 2 Golems should be plenty, the balance of 1 golem vs 3

16 Replies 85,911 Views

Let me write out the sugestions a bit more: Right now we have two concepts. A) how much goes into one unit B) How much goes into one army My suggestion is largely about A). B is I think less dominant, the afromentioned 9 dragon army only kills one army per turn, so one could just slow them down while otherwise taking the 9 dragon empire elsewhere because they have all their eggs in one basket. For unit sizes, I propose the

16 Replies 85,911 Views

@Azunai, you are to an extent correct, indeed heroes already pale quite a bit at masterwork chainmail, however, by the time I am at masterwork chainmail I propably have won the game already. It is however, somewhat disheartening that even my pseudogilden (Gilden Blood, Wanderlust, Lucky, Enchanters, Weakness to Magic, Defensive) warrior souvereign is not capable of being even close to trained mid-late unit damage or endurace wise.

17 Replies 16,336 Views

Historically, the issue with horses was that they drink a lot and eat a lot of stuff. Especially in a post apocalypse like world, getting the food/water for those horses would be very difficult. I dont even want to think about the real life implications of using carnivorous wargs as mounts. Of course Horses could also forage better... I think a good solution to horses is to decrease the number of guys if you pick horses, for example, if you

54 Replies 234,962 Views

Frogboy, that not getting paid stuff sounds incredibly harsh. A pity you arent based in Germany or one of the Scandinavian countries, you can get something like "Process Fee assistance" if your case is deemed likely enough to win, and then the state pays your lawyer fees (which are also much lower than they are in the Anglosphere).

464 Replies 2,505,535 Views

Greetings, I would wish to make the following balancing suggestion: Each unit gets a unit size. For a human, that unit size could be 1 or 2, for a Golem it could be 3 or 4, for a dragon it could be 10 etc. If your max group size is 4 (cooperation), you could have squads of 4 humans or squads of 2 size 2 units. If your max group size is 6, you could have squads of 2 golems etc. I also find it worthwhile to add "Global magical creature squad size i

16 Replies 85,911 Views

The easiest way to get Summoning viable is to summon groups of weaker elementals. This could be based on "unit size", so getting a number of ice elementals (human sized) in a stack is fairly easy, while getting several Earth Elementals is a lot more tough.

65 Replies 78,942 Views

One cannot, but getting to wear Chainmail is really easy (2 skills as warrior, immidiatly as defender, reasonably possible as assasin iirc) in comparison to getting to wear platemail (which is really way down the skill trees). Since the metal/protection ratio stayed roughly the same otherwise, I figure plate could use somewhat of a buff. It perhaps not that major because troops basically dont care that much about what you equip them with.

17 Replies 16,336 Views

Greetings, with the newest patch, commanders now need to spend a lot of levelups in order to be able of wearing plate armour. This raises the question wether master worked chainmail isnt much better (due to being free) and light plate being much worse because your commanders wont be able to wear it much. Since the pick is free i have a somewhat hard time not choosing it.

17 Replies 16,336 Views

I did suggest a racial "fast cooldown for units" trait somewhere else. But yes, one rarely sees the cooldown for attacks (which have at least 5 turns) completed, which partly plays into the "everyone is a glass cannon" thing.

10 Replies 18,566 Views