seanw3

seanw3

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

The question I keep asking myself is whether or not mods will be supported in Multiplayer. Seems like the obvious answer is no, and MP is a maybe after release. I hate to have to choose between mods that give me larger battles and MP that lets me frustrate and annoy real people until they ragequit in the midgame. It's Sophie's Choice all over again. [e digicons]#:([/e]

61 Replies 181,402 Views

Empires are Nietzschian in design. The weak are slaves to the strong. Kingdoms are monarchic in design. The masses are slave to the nobility. Both sides off freedom for some small group, but the masses are oppressed. A mod would probably want to change this to have Empires be more oppressive and Kingdoms offer limited freedom.

59 Replies 152,524 Views

A more modular system is the best way to do this. I updated the link in the OP. Also click here.

66 Replies 36,490 Views

Until the 1.0 release I have to assume that the paths we have are the ones they will stick with. I will be adding Paths that are parallel to the current ones and others that requires a previous path. So you might choose Path of the Fighter at level 2. At level 7 you may choose Path of the Barbarian if you already have Path of the Fighter. A parallel choice would be to choose Path of the Archer at level 2. A connecting Path might be Path of the Ranger at level 7. I wouldn't do anything lik

61 Replies 181,402 Views

Don't spread this around, but I usually let the AI attack first. Since it will always come at me in no particular formation, I can sit back. The highest level heroes will hit me first, but be so far ahead of their army I can wreck their best units and then mop up the rest. It's more effective in terms of keeping all my units at full health. Also, when sitting back this is the best formation: X is empty tile and O is my defender units. XX<span style=

59 Replies 54,835 Views

.77 isn't a great example of the finished Tactical Battle system. It is just a taste really. The key thing to realize is that tactical battles are meant to be small and fast. There will be tactical elements, but the design goal is to make them more simple than most people might want. Don't expect a D&D level of depth, but do expect really challenging AI and fun times. You can also expect the mod community to come up with some more complications to tactical ba

61 Replies 181,402 Views

Not missing a thing. Some players snake cities to get bonuses from nodes, but other than that building placement is pure aesthetic. Apparently the pan is to automate building placement to prevent snaking cities.

18 Replies 6,391 Views

One of the major limitations of this game's beta phase is manpower. There aren't enough devs to realistically work fast enough for weekly changes and fixes. That is why I was so surprised with the .75-.77 patches. Those were quick ones and they made the game better, but they didn't hit the major problems with the game. It seems like the devs realized this and made a good change to the process.

83 Replies 62,148 Views

Oh, there will be Zombies in Expanded Factions I think. There will be ninjas in Goetia:DotP.

29 Replies 9,529 Views

If you are taking the Fire path without access to a Fireshard, you need to rethink your strategy. The game is all about making the best use of the resources that are available. When you customize a Sov you will have to decide between a fighter or mage focus. You can go somewhere inbetween, but the point is to manage the risks of your starting position. It is not a sound strategy to rely on fire magic.

28 Replies 116,490 Views

I would guess that .79 was an experiment with ships. They removed them because it was soon realized that Trogs cannot swim. [e digicons]:D[/e]

29 Replies 9,529 Views

Melee units won't run away though. Even if they did, they would reach the edge of the map and the opposing unit would be able to block them in with ZoC.

59 Replies 54,835 Views

Anyone played chess? Given the size of the maps and movement penalties when adjacent to an enemy, it would be impossible to end up in a stalemate. Any melee unit is designed to attack a target. Even if it is faster and weaker, it would attack the enemy. A ranged unit with alot of speed would win by running and attacking. That would still only work in a 1v1 situation. This is the problem of conjecture, it doesn't take into account every variables.

59 Replies 54,835 Views

In Ivory Towers, my mod, you can only train minions. They have 80% less upkeep and are very weak. They take one turn to grab a spear and get in line. There is no training. It would be nice if this was the default way an Empire faction worked. It does make me think about having the Kingdom factions behave differently. I may take part of this idea.

59 Replies 152,524 Views

That is a good point. You can find an iron mine but not the manual for masterwork. This leads me to an excellent idea. Combine the quests with unique techs and the random access techs! say there are 20 unique techs. You get maybe 5 of them at random when starting. The rest have to be quested for. This satisfies the last condition of a resource. You must can expand to find the tech you desire. I will probably make a separate post about this in the future. I am glad we had this conversa

23 Replies 20,116 Views

I would rather get .81 next week than get .80 this week and have to wait until .86 to get the AI updates Frogboy has been working on.

83 Replies 62,148 Views

One thing you guys seem to miss is that casters are the most powerful unit in the endgame. We never get there in .77 because the game is over as soon as a melee hero gets +1 strength per level or Maul. But casters can cast tactical spells for little to no mana, cast Fireball with Evoker III and one Fireshard and pretty much any battle is over. And while I am here: Intelligence Function: Bonus to Spell Resistance - You will be able to resist spells. This seems to be commo

15 Replies 8,002 Views