Cruxador

Cruxador

Joined Member # 2941996
10 Posts 782 Replies 475 Reputation

[quote who="Alstein" reply="57" id="2858707"]a) There needs to be more neat stuff to research- I'd suggest making all spells elemental, life, or death. Have the advanced books of summoning/combat/etc, used to unlock the higher level spells, but needing the elemental books to do so as well. Summoning a bear should require the book of earth, Summoning a Hawk the book of air.[/quote]I respectfully disagree. If we want all spells to be elemental (which is not a bad idea) it should not

78 Replies 251,090 Views

[quote who="HallowedBMyName" reply="55" id="2858678"] Quoting Istari, reply 53 Available spells that are not linked to the sovereign's spell selection wouldn't be a bad idea, and would help by adding strategic choices if spells for champions were specialised. This is a good idea, and it can help keep Champions unique. It's pulling a page from the MoM book, where you would find that one hero who had flamestrike, or the one person who could cast hea

78 Replies 251,090 Views

Now, once upon a time, Arcane Weapons were a very early tech in the Empire tree. At that time, it provided the first thing that used crystals to produce, and so it also provided the ability to harvest crystals. For the sake of balance, it was moved later in the tech tree. It is still required to harvest crystals. There are several techs worth of crystal-using equipment prior to it. In order to harvest crystals, empires must now research quite deeply into the tech tree while re

0 Replies 2,715 Views

[quote who="BernieTime" reply="36" id="2858310"]Character Creation is currently meaningless. You could start with any random hero and it doesn't matter one bit. As your King/Queen levels nearly all points gets dumped into Intelligence. If you desired to create a fire mage (for instance), it's sad when the only nodes you find are water.[/quote]This is contrary to my experience. It seems to me that there are two viable types of sovereign at this point: A garr

78 Replies 251,090 Views

[quote who="HallowedBMyName" reply="35" id="2858300"]Meh, I hate replying a long time later; most people have already responded with what I wanted to say. I'll add this: -spells are weak (compare to any other fantasy strategy game that people consider "classic," and there's no comparison).[/quote]This is unrelated to the system. Barring a few specific exceptions, I agree with this statement.[quote]-shards are now, with the new changes, almost an afterthought. They are completely unnec

78 Replies 251,090 Views

[quote who="phauren" reply="33" id="2858286"]Are some of you smoking crack? Magic is not even playable option in higher difficulties. Lets see cast one spell for 25 damage a round or melee attack 3 to 5 times for 60+ damage an attack equaling a grand total of 180+ to 300+ damage a round. How can you say the magic system is working. You cant even play a straight up mage character because magic is jacked. Using magic in normal is a playable option, but not hig

78 Replies 251,090 Views

[quote who="Sarudak" reply="32" id="2858261"]There are a few things actually: -Make intelligence more meaningful for the sovereign.[/quote]Intelligence failing to be meaningful is a problem with spell design, not the system. Even just making Heal int-based would go a long way to fixing this. [quote]-Allow spells to have casting time where several turns of build up is required to cast, time based on intelligence? (This is the only one I woul

78 Replies 251,090 Views

[quote who="TheProgress" reply="21" id="2858144"] Quoting Cruxador, reply 20 I disagree. I think that the magic system is entirely fine. Do you have any actual flaws with it that you could point out? The magic system could be more polished / fleshed out.[/quote] Sure. I'm not saying that its current implementation is entirely perfect, merely that it is not in need of significant change. [quote]Make magic books physical objects to be found, fought over and tra

78 Replies 251,090 Views

[quote who="HallowedBMyName" reply="19" id="2858126"]Good list, seems like it covers a lot ... except for one thing ... A BETTER MAGIC SYSTEM! [/quote]I disagree. I think that the magic system is entirely fine. Do you have any actual flaws with it that you could point out? [quote]I know it's like beating a dead horse mentioning this again and again, but please give us an overview of what you plan on doing to the magic system. THIS, in my opinion, it's good implementation, and the AI's

78 Replies 251,090 Views

A better solution than making many powered up versions would be to merely make Heal an Intelligence-based spell. Healing = Int / 2

13 Replies 7,630 Views

The easy way to do this would be to raise the stat caps on sovereign creation from 15 to 20 (or higher!) and give out more points to create with. And possibly decreasing the cost for stats relative to the cost for traits, but I'd discourage that - it should remain viable to make a sovereign that's primarily an administrator, and provides bonuses.

8 Replies 9,326 Views

[quote who="Kantok" reply="49" id="2852765"]I think some people are confusing "Which game was less finished" with "which game is more disappointing" when comparing Civ V and Elemental. Elemental was obviously less finished. I don't think a single Stardock employee would disagree with that statement.[/quote]Frogboy disagrees with that all the time. He'll tell you that the game was finished, and everybody in Stardock thought it was good to go. There were just a lot of ba

81 Replies 212,664 Views

I don't know, I think Sid Meier's Pirates for $2.50 is pretty good. None of the other deals have jumped out at me much, but then, I don't like spending money in general.

120 Replies 423,661 Views

So you're going to make all the attacks happen as one? Will there be an option to disable that? Because I very much like to be able to heal part way through, depending on how the dice fall.

71 Replies 225,926 Views

I am pretty sure that the numbers in Auto-resolve ignore things, including dodge chance. Other than that, I have no new info.

22 Replies 16,696 Views

[quote who="Nikitosina" reply="70" id="2846504"]Since I'm not played Elementals from 1.06 i will try this patch soon. Again, i see a lot of items in the list (changes) but it is only bug fixes and balance, nothing really new exept for global mana pool. Also it is strange for me to balance half-finished product.[/quote]A lot of the changes look small, but it actually makes a huge difference to the enjoyability of the game. Also, the game wasn't actually unfinished even at la

126 Replies 360,308 Views

[quote who="LightofAbraxas" reply="4" id="2846494"]I was under the impression that world difficulty was dissociated from faction difficulty on purpose at the request of the community.[/quote]That's correct, but it's supposed to inherit from world difficulty if faction difficulty isn't explicitly set.

12 Replies 10,302 Views

[quote who="TheProgress" reply="1" id="2846472"]Dramatize much? This is hardly a HUGE BUG.[/quote]Except I'm pretty sure that I saw Frogboy or someone say it was fixed, which implies a huger, hidden bug.

12 Replies 10,302 Views

[quote who="lbgsloan" reply="32" id="2845684"]Heh, I know I liked FPS' better when there was no story behind them too. I loved the Unreal Tournament games (well except III) despite them having no story whatsoever. In fact, the series started sucking only when they tried to shoehorn a story into there. Why does my space marine need a personality and emotional baggage between shooting aliens? There's aliens around, they need shooting; there's your plot. Did Duke Nu

56 Replies 154,154 Views

Sins is a different sort of game. It's not turn based, for one thing. It sounds like if you've got money you want to spend on a space game, you'd probably get more enjoyment out of Galactic Civilizations II. But Sins has a demo, so check that out, and see if you like it.

58 Replies 194,998 Views

[quote who="Jalicos" reply="21" id="2846404"]I think Nurture Beloved would be interesting if, instead of simply using up lots of mana, you instead cast it on a single shard to trade its benefits for the spell's child stat growth. Which stats grow and how much would be determined by the type of shard. That way, you have to balance mana regen and spell power now against progeny growth and stronger champions later, much like Rift Shard.[/quote]I disagree on the grounds that that doesn't make a d

64 Replies 134,435 Views

[quote who="Nenjin" reply="26" id="2846309"]You could also add faction traits that speed up research of a given type, addressing some of the pacing issues, instead of just putting the design through the compactor. [/quote]Putting things through the compactor would do nothing. What would have to happen to encourage specialization would be that the increase in benefits from more advanced tech in each given area would have to outpace the increase in time researching that area relative to ti

72 Replies 272,837 Views