Some creatures can cast fear. The user has no way of knowing what this spell does because the fear tooltip says it allows the monster to cast fear. Please explain what fear is in the tooltip. There are a few traits that have this problem.
seanw3
Welcome to real life. The world is empty and dark.
I never sign a treaty with a faction that I fear is too powerful. It is a great gameplay feature that trade can be so disastrous with more powerful factions. I hope the AI becomes aware of this soon. Kind of like a Trojan horse.
Monsters are currently not functioning as devs stated the intent. Many of them are supposed to be a seriously dangerous element in Act I. If they were as aggressive as they should be, dense monsters would be suicide for most players. But dense is the way to go with .86.
Finish school and get 2 years experience.
I was thinking that staves should reduce Initiative and daggers should not effect Initiative at all. The reason to hold a staff would be to benefit from a bonus to spell damage, spell mastery, and spell resistance. This would add some nice differentiation choices to mages.
RE: 3 You hit the nail on the balanced head here. A straight division sucks the life from my veins. It makes sense to have a penalty, but hero grouping shouldn't mean no mana. Nor should only two heroes mean 50%. I would even say the 85, 75, 66, 50, 45 33, 20, 15, 10 is a perfect percentage scale given nine as the maximum number of heroes.
If you are getting my crash reports from windows, what is the advantage of e-mailing them to you?
[quote who="CdrRogdan" reply="6" id="3094109"]An interesting read, but probably could be better organized. It was difficult to work my way through that post. As far as the percentage of differences are concerned in playstyle.. I really have no idea what you are getting at.[/quote] The percentage is meant to represent a quantitative value for each part of the game. Each of the areas I mentioned are portions of the whole experience in one playthrough. If you choose Tarth
Nice idea. I hadn't thought of that.
I bypass plate in favor of magical plate. Plate isn't usable for Tarth. You need more strength.
Faction Difference Here.
Re:2 You are absolutely right. Spears are poorly implemented. They should be doing double damage against mounted units, which we already have code for in the game to implement. Not sure why this is not already the case. Armor penetration is fine on hero weapons or maybe on a dagger at the endgame tech tiers. Not in the beginning and not on spears. One issue is that every faction is using the exact same weapons. Each faction should get a few weapons that offer unique stra
Maybe an undead stat so we can have turn undead as a spell?
There is little to no difference in the current factions. One Kingdom plays as the other. Even Empires do not have any significant differences. There are a thousand ideas that come to mind on how to make each one feel unique. The question is how different should factions be? A distribution is in order. As I see it, there are several aspects of gameplay that need to add difference to each game we play. Factions are only a piece of this pie. I would say about 25% of the difference in each game
I lost internet for a few days and so haven't been able to write up my feedback on this version. I will make a proper post about my thoughts on differentiation. I will use Tarth as the example.
I would like to be able to make an item that gives +1 to Strategic movement for the whole army, but does not include Tactical movement. That would solve many problems. Banner of Haste.
Spell: Gale Thrust: Pushes a singly unit back 2 tiles and knocks them prone unless they resist. If knocked prone, does 6 Damage (+4 per Airshard). Dagger of the Mind: Causes unit to lose mind, skipping their turn until a successful save is made. On each lost turn, 3 Initiative is also lost until the end of the battle.
[quote who="feelotraveller" reply="37" id="3092857"]But if we add in buildings to take it to 13.5 growth a turn?[/quote] As city level increases, so will research into techs that boost food. There might be some waiting, but you will get to level 4 before waiting is an issue. Anyhow, they can balance that after they get the basics implemented.
This is a huge problem that I am just learning about. [e digicons]o_O[/e] (Aneurysm)
Wintersong is right about the cost drawbacks, but I usually equip them with leather in the mid game just out of paranoia. It is a good habit for when they increase the AI abilities. I use a few armies of elite archers in the late game. In the late game you need armor on archers in addition to Initiative. I use chain arms, head, boots, monk robe, and leather greaves; Yew Longbow, and Wargs if I have extra. Armor is necessary to avoid losing any units from the stray army of only archers
How did you get beat by this AI Frogsy? [e digicons]:ninja:[/e]
Thanks for the post, but this thread aims to add pure content to the current game. I agree with you suggestion. Maybe think of some specific traits they should add to do some of this.
People don't believe me, but Intelligence can get ridiculous and is currently not well balanced with the rest of the game. It starts out low, and then goes way too high in the mid game. The problem is that no one really seems to get what it does. It adds Spell Mastery and Spell Resistance. It also gives bonus to experience. Spell Mastery is our ability to penetrate Spell Resistance. Think of it as the mages skill in casting a spell. We n
I usually have 6-9 food in my only city. With granary and the civics techs that boost grain, I never have a food problem. You are right about moderation being pointless though. 3 cites has the same negative effects as 12. If monsters and other factions are not preventing getting that many cities, they need to balance this out. On a large map, you should not be able to expand more than 4 cities without meeting some high level monster lairs that are blocking your path. Th