I would hazard a guess that many tiles give nothing while others give some and rives and hills produce alot more. If have a 2/3 next to a 4/2 that is adjacent to a river, it means that the 2/3 must be getting almost no grain from most of its tiles, whereas the 4/3 is getting a whole bunch from the 3 river tiles.
seanw3
Okay that would be better.
If only you had passed the Int. check to enslave him...
So every tile gives maybe .5 of each resource. Multiplied by gives you 4.5 grain and materials. Seems pretty clear.
Okay, I would say the biggest problem with heroes is that they level so damn quick. In my notes I wrote that I got to level 10 with the three heroes I found on the first 50 turns. IMO leveling should feel more like D&D. he first 4 come quick like they do now. Each one after that should be much harder to achieve. There should also be some unique per faction and unique per world traits that have a high level prerequisite. After level 10, you should start to see some really sw
So much win. You would be smart to have the release open with that and then evolve into a modern cinematic.
Starting with only one trait slot and working towards four in the endgame seems a better balance to me. The ones that are in the Warfare Tree are hard to notice. I only realized they were there by going through the CoreAbilities XML. What is perfect? -The Traits are gained mostly through technology. -The Traits are meaningful and allow the player to make interesting choices. -Each faction seems to have a set of traits that work better for their natural ab
Edit: I just realized that the Warfare tree does have some traits. But I only found out by looking at the XML. [e digicons]^_^'[/e] The trait system rocks. It is the gooey center of the tactical combat system. I of course would like to suggest a few ways to better integrate it into the rest of the game. When designing units at turn one I have the trait options for every factions' unique units and as of turn 400, I have gotten most all of the
I am trying very hard to stay on normal difficulty for the beta so that I have the same experience as the others. Is everyone else not doing that?
Maybe +.5 to spell damage coefficient? That is much more descriptive!
Mmmm... mem leaks...
Some very nice UI suggestions. I like your perspective Hawawaa. [e digicons]:thumbsup:[/e]
They are bugged.
How many wildlands did you come across? I noticed that heroes are better suited to fighting against these greater enemies. I to walked up and down the other factions, but the world creatures, wildlands, and level 4-5 quests were about right for level 10-15 heroes. I would like to see more able AI factions before we start nerfing heroes. What kind of attack/defense stats did you have?
The Defend option in tactical battles plays a one second animation. It switches the mouse cursor to the spell wand, showing a 6x6 grid that looks like a casting radius. This goes on for about 12 seconds and then plays the final animation, a shield above the units head. When the unit moves, the shield stays on that square. It is enough t o prevent me from ever using the defend option. I noticed that the AI does not have the same issue with defend, at least for shield town guards.
Nice!
So you mean to say that I was calculating the yields, as hardcore gamers prefer to do, and settling on the spot that would give me the best overall yield; only to find out that the computer had already done the calculations? Well I'll be a sonofabitch. That explains alot. I guess I would be choosing the same plot of land either way, but it's nice to know I only need look at one tile.
They should change the shield wall bonus to do what we would think. It should be a thing where each unit with the trait adds another point of defense to all other units in the army. So a 6 person army would get +6 to defense for each unit. And it should not be a usable until you have researched it from the warfare tree.
Dynasty can be turned on in the XML. It is just set to not be there by default since it is not a core feature.
Just so we are sharing strategy: [e digicons]:D[/e] 1. I got a fire mage and started leveling her. (She was acquired late in the game and is now level 15) 2. I took every trait to make Int. and spell damage higher. (Evoker is your bread and butter here) 3. I have 2 Fireshards. (Pretty common on a medium map) 4. I can take down Giant Scrap Golems in 3 hits. (45 per hit at only 10 mana) Anyone find a hero combo that ca
IMHO you take on the role of captain in western culture and you are, like it or not, bound to your ship. Every life on that ship is your prime responsibility. If you don't like the rigidity of the rules then don't be a captain. There are plenty of qualified non-cowards willing to do the job. Thi is the way it has always been. I don't think he should get the death penalty, but a few years on prison would hopefully teach this guy a lesson about duty and the consequences of betraying
I can't tell if they changed the design or if it is a bug. The previous journals clearly stated that 9 tiles would derive your starting resources, but the game is balanced fairly well with only the one being used. I would be surprised if we are intended to get 9 times more resources from each settlement.
It says 50% MORE damage and is called Evoker II. How much plainer can they get?
Keep in mind that the food/production stat for the tile you build on is the only one that matters right now. So don't build on anything less than a 4/3. I like to hold out for the 5/4 t really own in the late game.
Not every spell can be perfect. Maybe you just need to love it for what it is? [e digicons]o_O[/e]