seanw3

seanw3

Joined Member # 2990919
182 Posts 5,819 Replies 1,616 Reputation

The whole city militia system is a little rough. For one thing, after a successful battle, having 5 city militia defending, two of them disappeared from the city screen. They took no damage, but are no longer counted as defenders for that city. This is really hurting city defense. There is also the fact that city militia will be favored over garrisoned units for defense, kicking out my more powerful bowmen for weakling defenders. That should not be happening. I would much rather

3 Replies 1,373 Views

[quote who="Frogboy" reply="73" id="3099493"]I like the idea of a building that reduces the mana upkeep of the city. I'm not sure if that's possible to do without coding or not.[/quote] The tower that gives you +1 Air Mana, from citylevelup, has the cityenchantmentcostmultiplier --> Value 0. You can use that to affect mana cost for city spells. You can also make cities immune to enemy spells.

107 Replies 227,729 Views

Make Eye's of the Eagle be an enchantment for any unit so that magic gets a scouting bonus upon learning it. I like the idea of Refugee District as a turn one wonder of the realm. It could give city growth and have a very high labor cost. Suddenly the player has to make a decision about whether or not he wants +3 growth and whether or not he has the best production start. A little poker match to start things off. A one per faction

107 Replies 227,729 Views

Good ideas. The major problem I have with endgame heroes is that they are easily surpassed by endgame trained units. I can make some units that are essentially a company of heroes. That is fun and all, but a hero should still be better than any one unit. This is where the Paths need come in. There should be a few new Paths every 4 levels. They should specialize a hero into a unique and powerful being. The lack of this creates a gap in the endgame. Heroes are only godlike when th

12 Replies 3,618 Views

The Monsters are supposed to be wrecking your outposts, but their aggressiveness is not turned on. Later in the beta we will have to defend our outposts.

22 Replies 8,517 Views

Crashes are not evenly distributed. I haven't gotten a crash in the last 1000 turns. Some of you are getting them on every play session. So if 1% is all crashy, the devs can fix the configuration problems for those comps after release with little to nothing heard about it. I am sure there are devs working on your crashes until release though. Still, this is why I say gamers need to buy the most purchased hardware and software over the cheapest or highest performing options. XP 64 is kind

142 Replies 290,475 Views

I am working on a few really nice mods. But right now the modders are focused on making mods that don't change any core game concepts. I want to make sure the core game is great so that I can add mods like Ivory Towers that add some sweet content to the game. Modders are generally trying to be modular, so that my mod will function well with Heavenfall's which will function well with RavenX's. There is alot of dev work going on that should greatly increase the fun lev

12 Replies 3,618 Views

Consuming Diplocap is a great idea. Slave colonies should be built by Empires that use Diplocap. If you run out you get -1 to relations with all kingdoms. I haven't finished the core improvements yet, but I have some ideas for buildings to add that would address the fact that most of these core buildings do not change any aspect of the game besides the economy. We have some clever things we can do with the citylevelup bonus. I wold like city level to be able to unlock special items in the

67 Replies 45,843 Views

The unique quest idea was a dev idea that has been squashed. It would add some story, but then it would be repetitive. I would rather the character of the Sov be made from general quests and the player's own imagination. The single player campaign is where specific quests and stock Sov characterization belongs. I would rather get a simple trigger to let buildings trigger quest events. Currently the only trigger is a quest location and population levels.

8 Replies 39,132 Views

Barracks -25% training costs, +1 Initiative for garrisoned units, -1 Gildar per turn. This building is expertly avoided by experienced players. The bonus in no way justifies the maintenance cost. 1 Gildar is a big investment in the early game. We have no tax base to afford such a cost until the midgame, after Act II. I would get rid of the cost and chalk this one up to good warfare research. We are already paying for the food and housing of our units. A Barracks is ju

107 Replies 227,729 Views

That might make the idea fall flat. Even a 5% reduction to maintenance would encourage serious city spam. Since barracks doesn't work as a one per faction, no real way to go. This is why my idea increases the number of city defenders and their quality. Bonuses to Con and Strength or even defender level would be a great reason to build this improvement. Keep the -25% training costs and the +1 Init as they both make alot of sense.

67 Replies 45,843 Views

If you look at the additive numbers of growth here, you can get huge bonuses to growth if you play your cards right. But my main goal is to review what we currently are playing with. The ways I would improve it are just a little push to get other people to think about how they might change it. I like what some people said about allowing barracks to reduce maintenance costs for units. That would be an interesting choice. In general though, I want to see buildings cost more labor.

67 Replies 45,843 Views

Mining and Shard Harvesting should both offer something that will give them an edge against spearmen. I would let them unlock a trait and item each for training. Shard Harvesting should offer a magical shield that negates the spear's penetration or increases Init. The trait should offer more static health per unit at a high labor increase. Call it Protection Aura (+4Hp). Mining should offer the Hasta, a weaker spear that is one-handed. If that is too good, maybe just a rea

107 Replies 227,729 Views

What about the Civic Tree? I think the spear spam strategy works for their early game as they will only get first tier techs from warfare and magic. Their biggest advantage is being able to outproduce and fund massive armies. But those armies will be weak. They will be fodder that can potentially levelup the enemy and strong monsters. Counter them with bows and good armor. Then in the midgame, they will be able to buy mot of their units, never needing a barracks for that. They will focus on g

107 Replies 227,729 Views

Back to the review: From I-P Infirmary +0.5 Growth, +10 healing per turn for garrisoned units. Not very competitive for the level you get it from. I would make it 2 to growth and +20Hp, else it be never chosen. Even then, it is only a good choice for prolonged conflict. The low labor cost makes it a good choice for new cities. I would keep that where it is. Inn +0.5 Growth. Al

67 Replies 45,843 Views

On the topic of monster spawning: Apparently increasing the world difficulty level will increase the rate at which lairs spawn new monsters. The values just need to be tweaked so that on normal a monster army spawns every 10 turns. On Challenging it should be 5 turns and on ridiculous it should be every turn with very high health levels. I would prefer the Monster Density slider to increase the spawn rate and defense radius of all lairs. On Challenging like minded tribal level neutral

142 Replies 290,475 Views

No one has complained about this, but I am having a hard time with the resource levels of mounts. 1 every 3-4 seasons is not sufficient. I would rather get 1 per turn with a limit to the max we can get for each city level. Or just make the Unitstat_Is_Mounted have a trade off in battle against polearms and archers. Archers should be able to lower the Init of a mounted unit with the concussive force of the arrow. Not by much, but focus fire on a unit should slow it to a crawl for the next roun

1 Replies 771 Views

You guys seem to be missing that he is talking about a 1 metal or crystal cost per turn. That could work, but the problem I see is that I usually have an equal amount of both in every game. There would need to be some tweaking to the resource generator to make sure my starting area has either one type of these two resources, in addition to the current situation where they are spawned near each other. If I have 5 metal and 5 Crystal per turn, I would have to use some of those to

107 Replies 227,729 Views

As far as style goes, it would be nice to have the image of the faction painted on the shield they are using. That is one way a banner could be displayed. In groups and larger an actual banner should be assumed. The chest piece also needs the colors of the kingdom on it. That would give so much character to the units. We had this on ships in Galciv. I would think it is possible for this game too.

8 Replies 39,132 Views

The thing to look forward to is that the AI will have different personalities. Some factions will try very hard to expand. Some will only want one massive city. This means the difference between only using outposts and mostly using cities as it currently does. But the AI is still crude. It hasn't been shaped for each faction yet, so we only deal with the crazy expansionists. On a side note, in the game I just finished, the AI did very well because I r

12 Replies 3,618 Views

Strangely enough the Pioneer/Scout army problem is because the AI does not have enough units. If take some time and play each faction, they will have plenty of units to choose from and almost never use scouts or pioneers unless they are scouting or, well... pioneering.

12 Replies 3,618 Views

Three new buildings and some updated graphics? W00t! Where is the fire so i throw my money in it? [e digicons]#:([/e]

15 Replies 60,953 Views