[quote]3) Finally weapons: There should be a specific ability tied to each weapon type in order to maintain some level of usefulness throughout the game. Examples:Spears get significant bonus vs. cavalry, Pikes get to strike first, javelins are thrown before close combat etc... not just adjustments to the damage type.[/quote] There is certainly room for improvement here. One of the biggest flaws is that regular units can't crit. There should be and incentive to get a h
seanw3
[quote who="OrleanKnight" reply="5" id="3072195"]You may disagree with these insights, and that is perfectly acceptable. The idea is to open up a discussion to see if we as a community can come to some kind of consensus to help the game progress towards a better outcome.[/quote] Your replies to my observations were a little less than discussion. You seem to have dismissed them out of hand as being "a ploy to embrace the laziness of the developers." I have yet to comment on what I thin
Thirded. It would help players get a sense of what is going on during a battle.
You can spawn units at the beginning of every tactical battle. An army of 9 could turn into an army of 50 once the battle starts.
I am also trying to figure out a way to let buildings give quests, assuming that the devs hate me and will never add the trigger I need. (It's the cancer thing all over again.) What about having a quest unlocked by a new tech path called Ivory Tower? It could still theory spawn a quest goodie hut like in WoM right? Then the story could be told there and unlock a new tech linked to the Ivory Tower tech. Each tech might have something like this in it:
So if I added in the choicetext in one that the fire symbol is a salamander in a flask and that the man is standing next to what looks like a small tree this time; you might get the impression that the man is actually a giant and that the fire symbol might mean a fire potion is at the end of that corridor? I will try that. Remember that there would be at least three versions of this quest and each option has a risk/benefit value, rather than a right choice for the qu
Thanks for posting this. I have been a little bored on the forums. It seems like people are so caught up in how to fix heroes and regulars, many other parts are overlooked. I would ask you to quickly go through and number your points so we can reference them easier. There are also a few typos that prevent us from understanding what you are saying: Champions for should be carbon copies of your Sovereign? Other than that I like much of what you bring to the table.&nbs
If that be the case, then I agree about a recast button. They also need to add a message about this in the tutorial since it would not be easy for a new player to understand.
[quote who="Trojasmic" reply="7" id="3072060"]Spearchucker, Bloodthirsty Maiden, Immortal, TufGuy, Arrow Jockey, Sword Brute, Battle Chic, Striker, Pole Saints[/quote] LOL, I just went to Pole Saints this weekend.
I like to use historical names: -Tatars -Cossacks -Hussars -Streltsi -Huns -Kazaki -Ronin -Samurai -No-dachi -Ninja -Ashigaru -Yari -Saboteur -Crusader -Squire -Avant Guarde Then there are allusions to other great games: -Black Hand -The Foot - Sardaukar -Stormtroopers (might not want to piss off Lucas though)
Been testing the magic area. I noticed that casting a spell like Regeneration correctly sees the number of shards you own and adds an appropriate bonus for any life shards. However, once I capture a new shard the enchantment fails to recognize this and improve the bonus I get. This is very annoying because I now have to dispel and then cast every enchantment once I get a new life shard. It would be better to have them update automatically.
If regular units were cheaper to upgrade and balanced better with heroes it wouldn't feel like a waste of XP. Soloing the map is possible now, but won't be for very long. Even soloing with Verga would be a huge challenge if the AI was finished and everything else balanced.
Intelligence makes you level faster, makes spells more effective, and increases spell resistance. What else could you possibly want from it?
[quote who="Heavenfall" reply="24" id="3071970"]In E:wom likelihood tags worked by rolling against each other. So the numbers weren't added up in a series then rolled randomly once. How I thought it worked in E:wom: Two items with 100 likelihood Roll 1-200, if between 1-100 then its item A, if 101-200 its item B How it really worked Roll 1-100 once for each, then the one with the highest number wins. Let's say th
I would have quests give you techs that increase research from the Magic Tree. They could also just straight up give you a research tech from Civics. That way questing becomes a viable path. IMO Warfare specialization gets its research from taking over many cities that already have these techs and large populations. Magic is the only tree with no viable way to keep up.
[quote who="Sir_Linque" reply="21" id="3071835"]This system should be inverted. It's silly that lowering the number increases the rarity; it puts pointless limitations to the system, as you have a distinct maximum rarity of Likelihood==1. If a high value meant a high rarity, you would have much better scalability with drops. Whenever I see stuff like this I wonder how something like this could've been overlooked.[/quote] Oh really? .0001</L
Shhh! The devs can't hear us in the mods section. Do you want them to know what we are planning? [e digicons]:X[/e]
Nope, I just rely on prestige from my Sov, who gets more prestige as he levels. From a 6/2 or a 5/2 I can get to level 5 pretty quick. And then is is just a matter of reducing unrest to 0.
[e digicons]XD[/e]
Dexterity gives a chance to crit. You should need a little of all the stats to have a good hero. Letting Dexterity control damage and crit would get lame pretty quick. It also increases your dodge. Thinking about altering them is moot unless you are a great modder. There is no way the devs are going to change stat functions at this point. There is in fact a counterattack trait. I make my spearmen with +3 Moves and Init which is pretty great for countering mounted units. I really
I guess we play differently. I am usually 25% done with all three trees by turn 250. It does take awhile to get them though. This is mostly due to needing Civics before anything else. There needs to be some changes to what we have, but I don't want a whole bunch of weapons just put at tier one for sake of making the units easier to build. In WoM you only needed Equipment and Leather to beat the whole game. I am sure the devs want to avoid that. Instead, either make wood
Just read the post that suggested you guys put all the early weapons and armor in one or two techs. Please don't. That is why WoM was so uninteresting in the tech tree. If anything go back to GalCiv2 where we had each weapon type and armor type in parallel trees. That game took it too far with like 20 techs per option, but the overall design is solid. Right now plate is some kind of ridiculously perfect armor. This should not be the case until you get Masterwork Platemail.&n
I want to see FB's journal touch the AI he is said to be working on this week. I don't care how the game looks or why people hate me in game. They are probably being peer pressured by people in the real world. [e digicons]#:([/e]
[quote who="Mtrixis" reply="4" id="3071330"]Don't really want to see a system like this. The game already has armor with bonuses against different attack types, but it's not something I'm ever going to go out of my way to utilize - check the stats of every enemy in every fight and then swap out my equipment or bring different troops? No thanks, too much of a micro mess.[/quote] The point would be to give the tactical level mixed unit tactics. The burden on the devs should