I think things will change when the rest of the game is balanced with heroes. Right now they can get epic equipment and level very fast. Goodie huts are giving us our best loot and there is no real cost as long as we have enough move points to avoid creatures. There is not a significant threat to cities, so we can afford to go questing across the whole realm and leave them undefended. forcing the player to camp out near his city would make expansion a part of our strategic thinking.
seanw3
Now that I have played the beta, the game is a race to become the most powerful being and unite the realm. It has alot of potential to be a metacritic 90+, but even if released as is, it would score better than most new TBS games. There is a supreme design behind this. It's not just a copy of HoMM's formula or King's Bounty. It is something in and of itself, with a good resemblance to MoM. The true beauty of this game is that I can learn how to mod it in an hour or s
Love it. And don't get down just because people aren't posting. It usually means they agree and just don't have anything to add. I had almost this exact system in WoM: Robust Cities mod, but I never gave it to the public as it clashed with others and no one was playing the game anyways. Here is one of my Mages Guild buildings: [IMG]http://i1237.photobucket.com/albums/ff478/seanw3/Robust_City_Upgrade_Example_002.png[/IMG] Keep the faith.
Agreed. Water is a funky class of spells. It is great to get Water Mantle and Blizzard, but the rest are so so at best. I see the need to round out this class with tactical buffs and units immobilizing spells. Water should be great at minor freezing and buffing my units. Breaking armor is also a great low level spell one might expect. Curses like pandemonium do not really benefit me enough to waste a turn casting it. It would be better if it had negative effects to all unit
The current plan (I am guessing based on hints in the forums) is to have just click build and the city will place the building for you. No more snaking. Problem solved. I would guess that it uses a spiral system to make the cities more or less square. I am a fan of the 9 tile limit, but it has drawbacks that are probably giving the devs pause. I think it forces the player and the designer to have a more efficient improvement system. The other glaring issue is that citi
You learn to cast more powerful spells as you level up. A mage always chooses Fire when leveling. Once you are adept enough to cast Fireball, start looking for a trait called Evoker. This will increase the damage of offensive spells by 50% and there are 3 levels! Magic scales well with the rest of the game. On turn one, if you have Fire Disciple as a trait for your Sovereign, you can cast burning hands and own low level creatures. That said, the techs are not well balanced yet s
Wonderful. There could even be a quest to get it down another 10%. I am in quest mode right now. [e digicons]^_^[/e]
That is a clever way to make enchantment mods modular. Nice work. I just got done with a solid magic start game as Procipene and specifically gave her every enchantment. She was a powerhouse as the game went on. It's funny, the subtle differences to making an ability -1 or -100%. One thing we could do with some really powerful summons is make them cost more than one mana per turn, but allow the Summoner's Path to eventually reduce the cost by 75%. This would be great for
I don't think curse will stack for very long. It is very very good.
I guess I only build this to help to archers. The tile makes it look like an archery range, like the one from WoM. I actually would like a unit in a city to be able to gain the first level half as quickly as one in the field. That way you still have incentive to fight, but a city can be somewhat protected. The details are up to the devs on this one, but obviously the XP should be given by a few buildings with a special defense building that one can get from citylevelup. Specializing
I will try to post more ways to win. There are alot and most of them get blood on my helmet.
The focus should be, while balancing, to increase the effectiveness of regular troops in the early game. I read your reply and immediately started calculating ways to nerf the abilities of heroes. Heroes are fine though. It's regulars that need to be better. I say nerf the loot from goodie huts to be less awesome. You can get a whole bunch of endgame loot just from scouting. That power should be replaced with regulars supplementing heroes earlier in the game. No high end loot is n
It should be cheap enough to afford for any one unit to get to the next tier. I would think, if you are doing the cost the way I think you are, that 100 gold per tier would be reasonable. Maybe a little more in the endgame. Upgrading my whole army should be something I am constantly doing when I have surplus Gildar. Right now it seems to be getting skipped when you balance things as it is somewhat of a tertiary issue. I nonetheless think it should be add
I don't know if quests can check a unit stat. They couldn't in WoM, but it may be something the devs are going to add. As far as making the options like CYOA (chose your own adventure) I am already working on several for my mods. This is very easy to do in the current quest system, bu t the quests we have now use the feature to accept or decline a quest. I change that option to have several options that take the story in different directions. Then I copy the quest and ma
Only Empire gets Trolls. [e digicons]:troll:[/e]
I agree. Some of the creatures we currently get are so weak they belong in tier one. I would actually prefer the tree have a special branch for this type of research. Drakes make sense at a high tier. Darklings are mostly good for base defense and fodder. That screams tier one.
Would not a simple "XP is gained for defenders so the can be somewhat competitive in defense" solve many of these issues? I also think that more city defenders are in order. Currently they can be wiped out too easily with just one Fireball. Maybe have a Tank unit at every level 2 city so that magic can't end the battle on turn one? I do like that defenders are well equipped, but I have been able to stomp them with mere spear groups and some bows. How about each building po
[quote who="Guryon" reply="4" id="3068406"]So there is no point settling a city and producing troops early in the game? That seems very strange to me for a civ building game. Shame cos that's the way I like to play these games![/quote] The focus for the beginning is to level your Sov and get your capitol running. A regular army can be don, but you need to have a specific strategy that I can do, but not explain without a huge wall of text. This is why I think Beginne
-I will trade Serpent for Dragonkind. There are not enough snakes. -The health bonus will decrease due to the number of helpers that will be spawned on each attack. It needs to be just high enough so that an assassin can't kill him on turn 1. -Just fought a tiger or perhaps panther in the game. That design is going to make Beastmaster alot of fun. -I am worried that any mods that use enchantments will break the game when a Sov has the trait that allows zero c
I think the Beastmaster path will need an entire content mod to make it a desirable option. This will be optional and modular.
I think that Beginner should be much easier to allow players to do well without having to get frustrated for the first 5 games they play. Try switching to Challenging on a medium sized random map. That is what I play on and I am doing well. Also, Lord Verga is the best Sov to start out with. He is just so powerful. You should be getting all your armor from killing monsters, going on quests, and all the goodie huts. Try to make your Sov get as many movement upgrades
I like this. If every training type building gave a unit some chance to level, it would really help the fun factor and the AI who sits and defends alot. I would only let this one give the bonus to ranged units.
Just took another trip through the XML. No Events as far as I saw. Do I need to open every fill at once and search for Eclipse?
As I recall from a distant dev journal, they can be triggered by quests and buildings and such. I think I might make a few to see how this works. Imagine completing a quest that frees an ancient evil, thinking it is only a story. Then 100 years later that evil comes back with a vengeance, acknowledging you as its liberator and demanding your service in destroying the world! You had better not say no. [e digicons]}:)[/e]
And random events can beset to go off after a quest is completed, a building built, a tech researched, etc... This gives the ability to have consequences to actions taken. The world can change from the decisions you make. I guess I'd call it a nonrandom event. [e digicons]:w00t:[/e]