[quote who="mqpiffle" reply="44" id="3060962"]Going back to the hero maintenance idea, when a hero is about to level up it should say somewhere on the splash screen something like "Hey boss, I feel like I've worked very hard for you over the past few seasons. I demand a 1.7 gildar per season wage increase if you want me to continue performing better." Then you can select whether you want the character to level or not. If not, you can choose to pay him/her off at any time in the futu
seanw3
3. This is already a feature. Every time a route is traveled successfully, it gets closer to upgrading. So close cities get roads faster. I would say that shortening the time to upgrade is a logical adjustment as it can take even the closest of cities up to 200 turns to level. This can be tweaked by the player in the XML of course.
Here here!
I want to get a copy for a girl gamer I know. She has so many Twitter and facebook friends, it would really help sell the game if she liked it. I will of course wait till the game is really good before I give it to her.
"- On a balance note, by the end of the game heal spells and items were practically useless because they simply do not scale with damage/health increases." I am pushing for there to be a Healer Path for leveling so that the spells scale with the game. Imagine fighting a Life focused hero that would just heal every unit you attacked. So much rage!
Um, magic heroes have other ways to increase spell power... [e digicons]o_O[/e] This would make it ridiculous if you got to Evoker III. You should play the game. I know you can't, but much of what you said is already addressed.
But once you kill the ogre, the rest of the baddies are easy by comparison. I get that is just risk/benefit there. So have at it. BTW most of us are playing on normal difficulty and medium to small maps I think. That is the focus of this stage of the beta.
Hero maintenance would be a good step to take. I also like the idea that you have to be researching to get high levels for your heroes. I may be a minority on that as it makes no logical sense, only game sense.
I will do a jing video maybe later though.
I am a staunch building supporter. One might call me Muad'dib. [e digicons]:grin:[/e] Let me demonstrate what I used to do while waiting for WoM updates: [IMG]http://i1237.photobucket.com/albums/ff478/seanw3/Robust_City_Example_002.png[/IMG] That is how I want cities to look. Up, not out. -Upgrades would solve the food improvements system. One building that can be upgraded with improvements. ex: Granary-->Mill-->
I would post a save here so they can look at it.
You would need to start a new game after any update. [e digicons]:)[/e] Gonna try this out after I am done messing with hero balance.
Once upon a time, the bloodthirsty Lady Irane was rambling about, killing everything she saw, when she and her band of noble rogues spied a quaint little fallen village in the distance. A smile slowly grew over her face, knowing she was about to give the order for attack. "Leave nothing standing," was the order of the day. She and her deadly band of Tatars and mercenaries flooded into the streets of this Resoln homestead, meeting uncoordinated resistance by a few men that had heard of
There is a simple solution here. 1. Make the AI better. Already happening if you downloaded the Friday Frogboy patch. It's a little better. 2. Then the regular army need to take longer to level. Not much, but higher levels are so powerful, it should be harder to get to. 3. Monsters should be a little farther from your start and much more varied in power. Call me old fashioned, but I expect to kill rats, bats, spiders, wolves, tigers, bears, op
A good idea. Hadn't really given it much thought. I would guess that something like 1 every 2 levels would be pretty good if they make leveling slightly harder.
I want to stamp out cheese as well. Don't like that cities have remembered how to build maglevs but not bakeries. [e digicons]:annoyed:[/e] 9 tiles makes a pretty little city.
This is the XML that will decide leveling: experience control ** --> 0.1 3 (Obsolete) --> -1 1 <MultiplierOnPointsT
While I am quite used to the WoM way of showing idle cities, I am totally prepared to learn a new way. I noticed that my cities get yellow and sleepy on the left when they are not producing. That is enough for me. [e digicons]:zzz:[/e]
I am wary of too large maps now as I spent all my time in WoM on a map that was so big I couldn't play by the endgame. I have been sticking to the medium map on normal setting for the beta. I think we should all stay at that level for now so we are all talking about the same thing. In a few weeks I will begin looking at larger maps and higher difficulties. Also, I am working on a Vvardenfell map that is quite large. So yo have at least one to look forward to.
Right now I am talking about a balanced force. Nothing would stop you from only having heroes, if you can find enough. But they are leveling much too quickly and getting into presents that were meant for the late game/Christmas. After I finish my current game I will mod the XP scale and post about it. [e digicons]:borg:[/e] Once the standard strategy is balanced, then we can focus on an adventurer strategy as a separate balancing act. I have a post about having a bu
I put alot of thought into my city design, but I would gladly give them up in favor of a tighter design scheme. Autobuild should happen automatically and be intelligent, but placing the building is not an option that needs to be specifically turned off. I would like to know more about what the devs are thinking in this respect.
There is a distance limit between cities. I play on a medium map and have found plenty of spots for a city, but when you build one there it means you have to go 7 or so tiles away to build another.
They said in the prebeta journal that they specifically want to change the improvements. While the building system is probably set, the 9 tile limit with more meaningful improvements is a good step towards a better system.
I agree with 3. I feel cheap raping the land only to have it barren by the late game. New, more powerful monsters should be unlocked by random events.
Well they are specifically looking for ways to reduce improvements and make them more specialized. I am going to post about eh possibility of "up not out" which would rely on choosing a focus and upgrading that building as you move through the tech tree and the city level. I think limiting to 9 tiles would really help focus a city.