I found the beginning game much more exciting with the new XP levels. It is easy to get to level 4 but level 5 is a real accomplishment. I think the next step is to have some better or more unique traits at level 5. There should be a chance to get some pretty good stuff for all that killing you have to do to get there. I would really like it of you could choose a path every 5 levels. That way you can choose to continue along the path you already chose or cross classes to give your hero more v
seanw3
Are you using a random map? I know that some of the maps under Load are rather bugged.
I seem to get at least one army after my cities at some point in a war. It didn't really feel like much of a war though.
Some good balance changes. Hope you are ready for more feedback.
Ya, either a larger button for the Kingdom Report or a special enchantment button on the main screen is in order. I like this one because it showed me which of their cities was giving them all the techs.
I am pretty sure Frogboy's estimation of the AI in the beta preview said exactly what we are saying about it. There is no delusion about the state of the AI. If id_est doesn't believe the AI will ever be fixed and that is fine. I think he is wrong, but I understand why he is worried. The last game had terrible AI and looked alot like this one. The AI for this one is already better. The next beta phase will have slightly better AI. If you really are annoyed by the AI, as a beta tester,
LOL Don't nerf Maul? It gives you infinite attacks against a single unit. I would say nerf it to max 3 attacks and -25% accuracy per attack. Or we just make it an AoE that autocasts at the beginning of the battle... [e digicons]:annoyed:[/e]
5-10 Gildar is not alot of money to take away per turn. That may change, but right now I am getting 50-100 Gildar per turn. Food also increases gold so it will pay for itself eventually. As a midgame building it would be a nice choice to get this kind of a boost to a city that you need to level , but there is not enough grain. You should think of 2 gildar per turn as on extra unit. How many extra units is a granary worth? The answer is more than 5 so you should build it in some cases.
I was just thinking about where to look for enchantments to a village when I noticed there is an icon for ever spell. Very good design. [IMG]http://i1237.photobucket.com/albums/ff478/seanw3/City_UI.png[/IMG]
This is par excellence for tile art. Just want to highlight how everything is off-centered. It's just wonderful to look at. [IMG]http://i1237.photobucket.com/albums/ff478/seanw3/Great_Ruins.png[/IMG] Also, nice to see the AI casting a good spell at the start. [IMG]http://i1237.photobucket.com/albums/ff478/seanw3/Kraxis_Casts_Smart_Spell.png[/IMG]
You can cast a spell to allow heroes to cast fireball. I never tried it on a regular army. If it's not in the vanilla it can be added in.
Nice that you got what I meant. I accidently wrote improvements when I meant AI improvements. Damn this language! [e digicons]:blush:[/e]
On a side note, HF tells me I we can make certain units get bonuses for being on a given tile. That means there could be sand or mud in the middle section that confers a bonus to lightweight units. Hills could give penalties to attack for everyone but mounted units. You could make a shadowrealm map that decreases accuracy and defense. The possibilities are staggering.
1) The improvements are only minor changes to a city. There are too many and most don't have an impact or cost to my city. 2) The AI is not finished. Tactical is still pretty simplistic and I keep seeing the AI stuck moving back and forth between two spots. Just needs more time. 3) There are no mutually exclusive choices. I can do everything in the game in one playthrough. I can specialize in every class as a hero. I can get every spell. I can get 95% of the building
AI is probably the least transparent development process. Let's wait a few weeks before getting concerned about its progress. Since the beta has no end, I am sure that more people/resources can be allocated here to keep it at pace if there is a problem down the line. So far, .76 looks like a good first week of fixes. Of course I would enjoy a nice long dev journal about improvements once you guys get that sorted out. It is the weakest area of the game right now.
That tooltip is incorrect. I think there was some miscommunication internally. [e digicons]:borg:[/e]
Guardian units are going to get big bonuses as well. I think I will be able to make a special tactical map that is very large and has some interesting features. The current Guardian Statue is nice, but it lacks that epic siege feeling I am going for. I would instead make an arena tile that is a smaller version of the tactical map. So the tile you see is where you will be fighting. But the question you should be asking yourself is whom you will be fighting. Each building from the Ivory Towers
I plan, when modding, to make the player make that choice. Do you want several weaker villages or a few large cities? The difference is huge. Ivory Towers Mod will allow you to build only one level 5 city. All other cities will be capped at level 2. Not much point in building many of those unless you want to spawn alot of minions. Another option in the vanilla should be to get several level 3 cities running and use them as a war machine. You will have a better military but far fewer bon
One per faction is much more useful for my efforts, but a race to building something really powerful is good sometimes too.
Good to hear! I want to make the Beastmaster Path easy for the AI. I plan to make it so that if the AI builds an Ivory Tower, and goes the route of Beastmaster, every beast that is trained will get bonuses that summoned units and minor minions do not. This is how I will do it, thanks. Now that I know how it works, I can issue different trait pairs for specific units. Back to the Tower to think!
There are alot of ways that this would break the game. I hope the devs see this too.
There will be a general goal towards modular compatibility. I know HF and I are working to make our mods completely balanced with the core game and each other. Some will even make the options of the other ones even cooler. Ex: (Ivory Towers - Conjuration Path) + (The Summoning Mod) will work extra well together.
If you need any help with learning some of the more complicated functions I can probably help.
Unit sizes are well balanced and thought out. It takes so long to get to the higher levels, you are sacrificing several lower techs to get there. Fireball counters these larger units very well. Heroes are finally able to be countered by something in the endgame. I don't see a problem here.
So can we have one trait recognize another trait and apply a bonus or penalty? I notice that Half-Breed interacts with Living Metal to give a penalty. I would like my Beastmasters to increase the power of any creature in my army. Could I perhaps make a trait, Mark of the Beast, that confers a bonus when a Beastmaster is present in the army? He would have a trait, Beastmaster 1-5. I want it to give every unit with Mark of the Beast a bonus to Init and Dodge. I would first think t