I theorize that once they stop leveling so quickly, enchanted armor and weapons will be impossible to get. I would like to see one of these two issues dealt with at a time.
seanw3
I think cities should take up no more than the 9 tiles we gain resources from. Improvements should build up not out.
I have never lost a battle. I am not bragging, but it's the balance right now. I have only let three heroes ever die in a battle that I won. Immortality is offensive and makes me envious. I am assuming this was a control variable in the "Let's make sure the beta is well received," mission. I don't see it sticking around.
Yes. Click the button at the top right of the screen just to the left of where the terrain information is shown. This will show you the total income your settlement will get for every settleable tile, if you choose to settle there. Don't settle or anything less than a 4/3, You are worth it! [e digicons]:thumbsup:[/e]
Ha! [e digicons]:rofl:[/e]
Most of your constructive criticism is confirmed elsewhere. The Defend thing makes me avoid the benefits altogether.
Maybe 4 swings. I love a good maul.
Agreed. This is a problem. There was a hilarious post from WoM called: Oh... You mean go through the forest? I can hardly write it without cracking up. [e digicons]:rofl:[/e]
Hold left click and drag it. I am sure we will get more options as users frm other games start asking the same question.
I am all for nerfing the damn axes! I just think that a few of them should exist with more powerful/pwnerful guardians. I would rather they be untouchable but available for the endgame. I just did a test to see if giving my heroes less powerful armor and weapons made any difference and the result was still overpowered heroes with mundane weapons. It really comes down to whether we want to have heroes get their low level equipment from cities or from cities and loot
But you may be the first user to ever defeat that wildlands. There must be something there that you can enjoy.
Also, if you spent the last two years inanely fantasizing about this game, you get an earlier e-mail. But it comes with two diseases... [e digicons]8O[/e]
I want a deft skill progression. Each man according to his path, according to each man according to his ability.
Harvey's post indicated that he was aware of the inventory system. But once you get an item it defaults to the leader and then you have to trade it to the desired hero. Lots of good feedback here. I noticed a few of those problems but never wrote them down. On a side note, you may need glasses. I hope that is not too personal of a comment since I don't know you, but there is a clear X over the circles of the the army interface. Five are open and four have t
Fair enough. I have a written list but I haven't written much about them. Glad to see someone isn't just playing for fun. [e digicons]:grin:[/e]
Or gray them out so we only see the ones we care about.
Right now the SD team is pouring over XML, trying to find a solution for the Hero leveling problem. I have complete faith in their ability to do so. As such, I will focus my thoughts on the Hero's opportunity to acquire traits. The standard way is to of course level your hero. A selection of mostly common traits and a few rare ones will pop up. There is a good differentiation between mages, defenders, attackers, and assassins. These are all rare finds and give big bonuses.
Each person represents a person. They are taken from a pool of your actual population. Not that important, but considering how much rebalancing would need to be done to decrease trait bonuses, I would think a better fitting solution would be to simply make it harder to level.
I chose off, but what I think most people would really like is a close-up view at an angle that gives us a more personal perspective of the city. The current iteration is very good for placement, but I feel that cities are mostly taken for granted by the endgame. Giving us a little up-close spin around the city and then an angled view from which to build would remind us of all the cool stuff we have been building.
Spear will ignore 66% of armor and is the only attack type that no armor can get extra defense against. It pretty much owns once you get some wargs and 6 person units. But I am a Tarth player so it might not be the best for you guys. I have Mounted Archers to back me up. [e digicons]:)[/e] Sarudak is right about heroes needing to get an injury from dying. I am starting to suspect that they wanted to avoid the opposite of these complaints i.e.
There is a buzz today about how much more powerful melee heroes are very early in the game. Most of the game moves slow for the first 100 turns or so, but heroes seem to skyrocket to level ten to 15. The other problem is that since they are so unstoppable, they can acquire high level items within the first 100 turns, making them godlike. What is the solution you say? It will have to start with increasing the experience requirements for each level. This will make heroes less stro
You need to make a new post for every bug. Otherwise it will get lost in the forum.
He meant what I said. Most tiles will show no yields.
Oh. You are defining zero tiles incorrectly. If it doesn't have a yield on it, it simply means that you cannot build a settlement there. I would say every tiles yields something.
As to food, a city produces grain. That is your base stat. from grain your citizens will produce food. How effective they are depends on the improvements you have built and your tax level. It is rather complicated, but going through the dev journals, you will find a post about the specifics.