R-T: Sacrificial Altar Growth -1, +1 Con, +1 Strength, -1 Gildar, +1 Assassin Demon Defender. Nice Building but where is the Magical Kingdom answer to this altar? An all around nice buff for the late game when you are trying to create the best possible units and Growth is not an issue. This one deserves the Gildar cost. Keep it. School +10% Research, +1 Intelligence for train
seanw3
I made Gallows +20% Unrest, +40% Production.
[quote who="Frogboy" reply="58" id="3101854"]This is similar to our view as well.[/quote] drabhead is of course skeptic and idealistic. That's Fine. I guess what I want to know is how Derek is thinking about changes to tactical and how much better the AI will be at making armies and playing tactical. The most logical answer is that there are too many unknown variables in the development process for the devs to comment.
Fireball is a special tactic spell. You have to defend the corner of the battlefield and wait 3 caster turns. Cast Haste first and then hold off the enemy until you can fire one off. Three turns to wipe all archers or melee units is a very cool addition to tactical battles. Ring of Fire and Dragonskin Cloak are the counter. But there does need to be a turn one AoE spell for less damage. I would like Mage Staves to do AoE for much less damage. That would make them more desirable. I wou
Never heard of Aura of Might until just now. Go ahead and report it. Re: localdataonly I think this is something the devs have put into this specific game. -cheat was used in WoM to allow cheats for full map or infinite resources and the like. Localdataonly just means it will actually use the xml files on your computer. Normally we are using the xml from the Beta server. Any core mod needs this to work. You will actually notice some differences I think in the local xml a
The biggest problem I have in tactical is that the AI does not see a hero mage as a necessary unit for an army. They also have trouble putting together one deadly army that can defeat me. I think it is because they see all the armies near each other as one unit. Still needs some work.
Many of those descriptions are incorrect. They must not have changed them when they changed the game modifiers.
Very True. We can't even see food levels.
They have yet to touch quests in the beta. Except in the last one where they threw them out. I bet we will see some improvements come spring.
[quote who="Frogboy" reply="40" id="3101548"] Tactical battles are pretty fun. They're designed such that a player has the ability to affect a close outcome. They're not intended to allow someone who is clearly strategically defeated to pull out a victory.[/quote] Exactly. If you really want overly complex battles, you can wait for a mod. I want to be able to play every battle in tactical without the whole day being shot.
I just happen to have another video that showcases my version of city defense. First Blood III: Second Blood Redux
That is a good to hear. I couldn't see why anyone would want to nix leveling. I think this is an area they will not be fixing until next month. Maybe special faction abilities at levelup could fit into the faction difference that seems to be the current focus by the devs. It would be nice to have a few guaranteed CLU options for Gilden. They should get some powerful construction and smith options that make them unique. I think a good rule of thumb to i
AFAIK this game is going to be excellent.
My Merchant is +3 Gildar, adds a new weapon to the shop and some special boots. It is a level 3 bonus I believe.
That is the problem with vanilla .86. Small nations are penalized and attacked. They can't compete with city spam and steamrollers. I have modded mine to make one city viable and added some techs to increase diplomacy abilities and benefits. Forcing other nations to war is the best way to stay at peace.
[quote who="mqpiffle" reply="2" id="3101280"]Yep - they pretty much made it useless! (Along with all of the other improvements that are trapped in the horrible city level-up system.)[/quote] I am sad that you don't like the citylevelup system mqpiffle. A little history, Merchant was too powerful as a midgame tech unlock for level 2. So they decreased it from +3 Gildar to +2. Then, to further reduce the spam incentive, it was moved to level 3, then 4. But at that point Merchan
Warlord should entail many units. Warlord is a societal difference. General should give some good bonuses to the army he is in. Maybe +3 Accuracy, +3 Attack. General is a skilled leader.
This is a longer video that shows some interesting AI archer action vs. my heavy cavalry. Fist Blood II: 2 Blood 2 Furious
Merchant in my games reduces Rush Buy costs. Warlord reduces upkeep by 30%. A Warlord plus Endless Legion is only 30% wages. You should test out some of these ideas and let us know how they work out.
[quote who="enoeraew37" reply="4" id="3100911"].87 ?[/quote] I don't know what you are talking about. [e digicons]:grin:[/e]
I upped the value of unit level's threat addition so it works pretty well most of the time. Level is the biggest factor right now with difficulty.
It is a feature I think. I name the more powerful monsters in the wilds. It gives the game a sort of fairy tale feeling.
Maybe faction difference is the way to go right now before AI. If we have 4 months, you can really build things in the order they need to be built. Faction difference is the thing on most people's mind right now. Seems like a good time to add it from a development standpoint too, since you guys are looking at buildings. The question I would ask is what are the features you want a given race to have? Then you can add those features through the various mediums the game offers.
The units are linked to the races. If you make a custom faction, the race of that faction will retain the units.
The city problem is because for some reason they hardcoded 18 units as the max for battles. This will take a major change to fix.