Funny, we must think alike because that is pretty much how I set up my game this morning: All item prices reduced to 10%, selling is still 50% of that value. Merchant provides +3 Gildar, Unlocks Axes and Leather Cuirass in the shop early. Reduced Maintenance as my post this morning suggests. Added more potions to shops to test them with a city level upgrade function. Made some adjustments to improvements as per my earlier post this mornin
seanw3
There are alot of exploits that the player is currently using, like making weak conscripts, that the AI needn't learn. The devs will stomp those soon enough. As a player who avoids obvious exploits or mods them out when possible, I have a very different AI experience. For me, and you next week, the AI's biggest flaw is not knowing the problems the current improvements present to balance. The maintenance costs in the the early game are out of control. I have posted on how I would balan
[quote who="DexCisco" reply="18" id="3098188"]IMO they could raise the limit a bit. With the new experience rules I only use one champion per stack, and I usually can't afford more than two good stacks early on, and later on most of the monsters are dead, so there isn't any point in creating another stack unless I am going to war, so my copious amounts of loot are usually distributed to my Sovereign and a secondary champion. The excess goes to all the champions I recruited
Try changing the map terrain option to Mountains or temperate. They offer more consistent starts. And Control+N will allow you to get a new map with your current settings. No reload required.
If the city guards we get from city level and some buildings and the units you have in the city are more than 9, the game will kick the archers and mages out of the battle an you are stuck with the city guards and your melee units. I too find this frustrating. Maybe change this to the Support subforum so the devs can take a look at it.
There is a flow switch in the xml that decides how often a lair spawns new units. No expansion needed. You could just turn up the default value and then map size would naturally put factions in the way of neutral monster growth because we would kill the ones next to us. On larger maps, the empty areas would fill up with vast armies of uncoordinated tribes, rip for the conquering. So setting monster density would then determine how quickly they grew in number and how difficult t
Okay I finished what I wanted for now. Post away my friends! [e digicons]\o/[/e]
I think a reduction of all shop prices to 10% would be the perfect balance.
There are alot of buildings, but many of them are not worth using. I would ask that the current buildings be changed to offer some more interesting gameplay. This is mostly a critique of the current buildings and how I would change them to add more interesting options to the game. From A to H: Adventurer's Guild 25% chance to get 1XP. -25% to recruiting cost. -1 Gildar per turn. The reduction to re
When you get Fb to respond, you know you wrote a great post. Kudos. I am not worried about the resources aspect. The game is already shaping up to be a great seller. Once the game is a hit, the expansion can add the higher level game needs. And mods can take care of content. The real problem for me is how long the process will take.
[quote who="Heavenfall" reply="12" id="3097887"]Item 39. Cursed entry At some point, someone has cursed this entry. Although it clearly contains text, it is impossible for anyone to remember what the text said after reading it. This effect is present in all copies of the index, and any attempt to reproduce the index through magical means or any other way will have similar results. If the text is spoken aloud while reading it, the spoken words will also be forgotten by anyone or anything
I cast Heal and Stoneskin on a unit being focused on. And with a shield I can further protect them. I think terrain bonuses and penalties are the best answer.
The simplest solution I see is reducing the cost of items by 100%. Given that gold is hard to come by without selling things, a total price reduction would equalize the system.
Re: larienna Things are slow, but it's not the city pace that bothers me. It's the Sov and lack of starting units. Sovs have steadily changed from Essence wielding badasses to infantile weaklings. The start of the game is slow because Sovs can't go out and fight. The building and training pace is fine as long as There is something to do while we wait. Act I is very lacking.
I like alot of what you said, but getting rid of the shop would ruin the game for me. The UI needs to have better sorting and more buildings should add things to the shop. Then city level should make those buildings unlock more items. The only thing wrong with it right now is the price inflation. I am sure that will be fixed eventually.
Try using the start button. Never had a problem.
[quote who="Nathan E" reply="83" id="3097585"]Good point! I think giving archers a 4 tile range would possibly make the battles more fun. Currently, I just retreat them as far as possible.[/quote] There is a certain amount of disbelief in Elemental battles. The battle in reality would take place on much larger fields of battle. Archers would start shooting from much farther away. In Elemental there seems to be a certain level of honorable warfare code. Un
[quote who="Fistalis" reply="18" id="3097539"] Quoting seanw3, reply 11 I know that my ability to mod makes me different than most users, but that is how I see it. Using notepad isn't THAT hard is it? I think its more the WILLINGNESS to mod that makes us different.. not the ability..[/quote] Some of it is easy and some of it is hard. The difference is I know what almost every function does in the xml. And don&#
They will divide N by number of votes for M to help decide where to allocate time. Not voting is a bad strategy. Vote for AI.
I can confirm this. Enemy Sovs are getting 3-4 Path traits for some reason. This is definitely a bug.
Adding a dual weapons mechanic would be too powerful due to the bonuses you get from weapons. They could make a single item that was two swords to be dual wielded, but this would require a ton of new animation work for very little game difference.
I have been testing each faction to get some ideas about faction differentiation. Now that I have played just about everyone, I can see my unit designs popping up in their armies and pioneers and scouts are not. This alone has made the AI go from a bunch of sissy spammers of maidens, to becoming a nigh unstoppable force. For instance Tarth is now using Novice Bows, which have excellent Initiative and do 25% more damage vs. damaged units. Then they were smart enough to mount these units of the
When I voted, 68% of you guys voted Faction Differentiation. I can make my own faction improvements. I voted AI because it still needs alot of work. I would like everyone on the team that can to spend the next month perfecting it before you start adding content that the users can make themselves. I know that my ability to mod makes me different than most users, but that is how I see it.
Adding a banner to each army would be sufficient. The rest needs to be mechanically different. Save the Redguards and Kajiits for the expansion.
Some thoughts about my current game and how Capitar could use its lore to have some unique features. Capitar hales from several trading families. What is trade? How would a long history of expert trading affect a fledgling civilization? For one thing roads would be the most important aspect of their civilization. Money would be the driving force of all parts of their society, from civics to magic to warfare. Large amounts of money will be a necessity for them. Here is how I would shap