That would be a logical way to do it. To me, it makes sense to need to do research into magical abilities from a functional and a logical perspective. There are currently only a few spells in the Magic Tree. I would expect many many more in the coming months. I am actually half-planning a mod that addresses the lack of interest I have in the current research and path systems. I hope that the devs vision is as ours, but it's nice to have a backup plan. Off Topic: Did you all
seanw3
The beauty of game design is that Impulsive can be locked so that only rogues can get that trait. I would think +10 Init is a recognized mistake in balance for mages. Especially below level 15. Increasing the time of AoE just makes them useless. The balance should be to the crazy Initiative values a low level mage can get.
Give us several more ways to trigger an event. Right now only population and goodie huts can start a quest. Since quests are also being used to do random events, it makes sense to have them trigger from a variety of locations. Persuasive wall of text here: https://forums.elementalgame.com/416900
I was quite selfish with my mods, but they didn't work with After the War anyways. This time I am going to share and be modular.
This is a problem for me too. I can never tell how much certain actions will do. CivV for all its flaws did this very well.
Maybe some more paths? [IMG]http://i1237.photobucket.com/albums/ff478/seanw3/Trait_Tree_-_Fighter.png[/IMG]
Here is about a hundred great unit names or paths: http://en.wikipedia.org/wiki/List_of_prestige_classes
I am starting to wonder if everyone understands garbage collection. I think he was speaking to optimization.
I can confirm this bug.
Not really the right thread for troop leveling discussion. Maybe start a new one?
Magic section 2 There will almost certainly be more magic put in the meager books we currently have. Were you suggesting that all spells should be researched? That would reward researchers with too many spells compared to warfare and Magic Tree purists. Adding maybe 50 new spells to the tree by release is a must in my book. There are so many unrealized spellbooks to be made.
There is so much cheer in these comments, but we are only laughing so that we do not cry over having to wait another week.
Ya, the limitations graphics wise should allow for alot more units in tactical maps. I would like them to somehow balance use getting at least double and maybe triple what we have now. This one area where the testers can just say we need more. We provide the feedback and they provide a balanced system with more units.
If people really like some of the endgame stuff I might be able to make a mod for it after release. There is a strategic curtain between what the devs are going to use and what doesn't fit with their vision. I don't want to make too many promises, but after I finish Ivory Towers and all the modular content mods for that I will definitely start thinking about how to best implement this stuff if it isn't part of the release. If we get some event triggers for questing o
I am strangely excited to see how much you changed in the AI tags. I was kind of starting to agree that everything is worth 5. [e digicons]:-"[/e]
We are a long way away from 77%. That would probably be .98a
Let's hope that the paths we have now are merely a demo of the feature. It is not nearly enough. More content will come.
Interesting. I am one that cares equally about function and story. I have thought in the past that perhaps people do not understand what is happening when you "research" something. Renaming it Mastery would go a long ways towards people's understanding of what is going on. That solves the issue of how one could research a quest. The other problem is function. Players seem to be annoyed that they can't currently train a unit that is worth a damn in the begi
1H/A should be only one option among many. The key is to give significant incentives to Warfare minded players to specialize in Leadership. Path of the Leader would give unit stat bonuses to regular soldiers per level, offer special abilities that buff all regular troops, increase movement, give bonuses to whole army when on certain tiles, give bonuses to whole army when attacking a city. That would give the player some serious incentive to go the leader route. I
The Masterquest bit would require extremely good design to make it equal to the rest of the game. I often forget that there is nothing preventing two heroes from capturing an entire city. I always think that you would need catapults and army units to do so. In that case, an adventure minded player would not be able to take over cities to get research power and would need to get techs in some other fashion. But if they can just oppress 1000 people by killing 12 guar
So noted.
So noted. Getting my software today. As soon as I have 3ds max set up I will be pretty much ready to go. The only thing I don't see covered is how to add things to the models. I will leave that for an advanced session.
That has a certain logic to it. Rare right now is set up so that each item rolls between 1 and 100 basically. So 1 is the rarest option and 100 is quite common. Rare can roll 0-1 and common can roll 0-100. Not my favorite way to do it, but it works for this game. If a rarity = 1 item was only 25% better than a rarity = 50 item, which is only 25% better than a rarity = 100 item, we would have a pretty good balance. Randomness would give you a margin of 25%
So not fair! [e digicons]#:([/e]
I notice the tile a neutral hero is on has an image of a castle. Maybe this is logic enough to think that castle would give the hero bonuses to make the hero more difficult to kill? It would make sense to have killing heroes be a bigger challenge so they can't just get wiped out.