Of course indie games are on a different scale. That scale is millions of dollars in difference.
seanw3
I really shouldn't compare WoM to CivV. WoM had support after release.
@ vieuxchat, I remember you from way back. I was moreso talking about people that are just joining us. Are you in the beta yet? Orthogonal attacks, just as hex based grids are examples of things they can, but won't, implement. They have said as much before. There is currently no code written to make stat checks. Y
That is the thing with games. It isn't unstable for everyone. WoM has a very small fraction of the budget of CivV. WoM didn't crash for me. CivV still does. I expect such a large scale game to do better. And then they never released patches to fix my problems. Stardock is smaller, but a much better company.
I could go either way on this. It would make for some interesting gameplay on larger maps where distance is more of a concern. I would also be fine with some enchantments and traits that make units faster in general. You can try to convince the devs to try it. Roads are like the abortion issue in politics, we have a thread with 5000+ comments and no one agrees at all. [e digicons]:O[/e]
Actually it looks like this: Unit AdjustUnitStat UnitStat_Strength 1 1 +1 Strength per Level And I can do this: Unit Ad
It made me sad that for some reason WoM played better than Civ V when I bought Civ V. I got two games out of it for 50 american. But I will still buy the expansion. I am just going to wait longer and get it on sale.
Cool. Are they planning get the game functional this time? How much extra will it cost me to have save games that function and more than 50 turns without a crash? I hope they enable modding that is compatible with the game! [e digicons]#:([/e]
What is the gameplay reason for this? As I see it, roads are only between your cities. In the first battle they play to your advantage because you can move reinforcements faster. Once you lose your first city, the advantage is slightly tipped towards the attacker. I don't see the reasoning behind making roads unusable.
There is very little mana in the game. I am all for making it valuable, but it needs some more output. The citylevelup improvements also only give one point of mana. They should give at least 5.
I renamed Assassin to Rogue in the chart I made that is linked in the OP. +1 Dexterity per 2 levels and +2 to Crit chance per 3 levels, as well as +25% to crit damage. The Assassin has a very low attack so I want to make its crits common and powerful. A crit goes straight through armor, making it a valid choice on the battlefield. Their weakness is low health and low strength, making them easily encumbered and have low attack damage. So their attacks either crit and ignore armor, or don't
I don't have a critical skill 2. I would likely make this ability only usable once per battle or perhaps once every 6 turns. A guaranteed critical ability in the game implies that it will always hit. The strike is not seen by the defender and thus cannot be avoided. This would be a rare ability only unlocked at high levels. It would be a reward to a high level unit. Some things can be balanced by making them hard to achieve.
Not sure if we can calculate in that tag. It is a simple 1 tag. You could ask HF.
You have some good ideas there. I will try to think of ways to implement them. Backstab is impossible in this game. That is just something we have to live with. I decided to take the idea of backstab and turn it into something usable: Critical Strike: Guaranteed Crit, +50% critical damage. So the idea that roguish heroes can use the element of surprise is held intact, without needing directional attack, which this game can't do. I hope they come through with the new beta next week so that
There is line between what can be changed and what cannot or will not be changed. It's fine to want orthogonal melee and back attacks, but the devs are not going to implement those. You really need to read some of the dev responses to these kind of suggestions to get a better idea of what might be added, before it is clear. That said, there is still hope for terrain bonuses. It's a fine line.
Warrior Traits: Path of the Warrior : +6 Strength, +2 Dexterity. There is a good opportunity to add a per level bonus to Paths. A +1 per 2 levels or +2 per 3 levels would give a better progression to heroes. That would free up later traits to give actual abilities, instead of incremental stat gains. I would also give every Path a special ability. For Warrior: Flurry: +2 to Initiative, -50% Accuracy. </
@Tasunke, I think the very term Assassin should be a high level path. Many people seem to be more comfortable calling it Thief or Rogue. Rogue is a good general term I think. I would like to see this changed, but until then, my mod will try not to change the core game. So whatever the core Paths are will be where I start from. I see no reason not to add a low level Path of the Rogue parallel to the basic Paths though. In my mod each Path will have a primary stat and a secondary
I would like to explore the possibility of dynamic AI values for the xml. The powers that be are currently implementing the AI so that most aspects of the game have a numerical value that tells the AI how valuable something is. The value is then weighed against all possible options and the highest value is chosen. This is a great way to build the AI, because any new element added later on can then be incorporated into the current system and the AI will know how to use it. I would suggest allo
Check out the post about ranged unit problems to learn more.
You won't like the answers. Bows do not have any way to do more damage than their set value. You can increase your crit damage and chance to crit, but it will never come close to doing the same thing with a sword. Accuracy never needs to upgraded because it increases with each level. Dexterity will give heroes a crit damage bonus, but it won't match up with Strength's damage bonus. It will give you some dodge, but since accuracy goes up every level, dodge i
I am going to add weapon proficiency to classes as traits. That way you will be able to specialize in a weapon. This was a great game mechanic in D&D and should be added to FE.
Maybe city level should increase unrest. Or perhaps total population.
Wilderness* Good feedback. Nice to see another beta tester speak to their experiences. [e digicons]:thumbsup:[/e]
I agree in concept, but 1 per level is a dangerous slope. 1 per 2 or 3 levels would be a better balance. It is hard to say because regular troops have such low stats. There needs to be stat bonuses, but the trick is to have enough abilities and spellbooks so that stats are not the best choice for every levelup. Also, there needs to be prereqs for the most important stuff so that Paths feel unique. Then Paths need to be balanced for exclusivity. Defender and Warrio
While I am impressed with your intelligence, you are overthinking this aspect of the game. There aren't even any citizens, farmers, and rebels in the current version. Instead we have a percentage of unrest that hinders production, research, and gildars. I think they realized how complicated the system would be and so went with something simpler. I do like the idea of mods reformulating the population into thralls or minions. There could also be a Republic society that emphasizes p