When they FINALLY add the random events we were promised so long ago I am sure it will solve the whole "no one left to conquer" issue we seem to be having. A few Titans and resurected demon gods will keep things challenging. Also, the Empire should be able to raise an undead sov to rekindle their empire. Great post! [e digicons]:moon:[/e]
seanw3
I would say that slow weapons need to SLOW the unit down. If lordhammer caused a penalty, it would get less move and less attacks. Sure I could buff the unit before battle and even equip it with magical speed bunnies, but the whole strength issue would at least be partially solved. The other thing I want to try with a mod is having end game weapons give and subtract from stats. Armor always reduces speed and buffs defense: the heavier the armor, the more dramatic the scale. Weapons
[quote who="larienna" reply="41" id="2839938"]I think the problem with a MOM game is that everybody want to play their own way and think that it is best to play it their way. But the problem is that almost none of these people have any game design experience so they do not know the impact on game play and if it is going to actually be fun or not. You cannot also convince them that their view of the game is wrong because their lack of design experience prevent from understanding the cause and
also, by definition, if the swords are underpowered, the maces becomes the end all weapons be all weapons. - Werewindlefr I can't help but to point out that the warstaff does 15dmg and does not require metal. How is any other weapon going to beat it? Especially since you can mass produce it in the early
[quote who="mlapierre" reply="80" id="2839271"] quoting post 24. Traveling Boots are available for all unit models. Just installed the patch. Great work on the quick releases! But my female sov still can't wear Traveling Boots {edit: nevermind, works when I create a new sov} [/quote] Also, take a look at why after my heroes and sov get more options from the store, traveling boots disappear. I
patch me!!!!!!!!!!
While I do not disagree, ths is beyond the scope of possible as we look at rebalancing for 1.1.
It is well known from the lore that Mancers are alergic to Certain types of leather on their feet. Trust me, the rash is not worth the extra move.
No.
"A. Weapon Balance The weapons are not currently balanced (although much better than they were) and items such as oak spears and war staffs are over-powered. These need nerfing. Weapons and armour need to give more subtle bonuses because even though my 10/3 spearmen are going up against 6/2 soldiers, the battles are not even close - yet they should be." OP I made a very good rebalance mod for the 1.08 days where any staff would give a low attack compared to a
Well if this post is for ideas: How about getting the AI allies to trade resources. This would make very good allies more able to fight a stronger opponent. After that is well established, get them to use diplomatic capital the way a human might. I am assuming dipcap is still in the game; its been a while since I saw it. We should be able to pay an inteligent uber monster, like a dragon, to leave our territory. He or she could be paid in gildar or virgin girls to find
The only real stability issues my x1950 radeon has ever had is that the player card's background is not scaled right. It hasn't been fixed, but it doesn't bother me as I get a new card for christmas! Have any of you tried moving to the darkling resource tiles yet? I seem to remember that this would crash the game at times in 1.09p. Anyways, nice to know I ave a new update when I get home.
0st? Or is he base on which we place our inane integers? Good to know the updates are getting done fast.
I hate to tell you this Frogboy, but you kind of suck at this game. [e digicons]:frogboy:[/e] As a developer you are just wonderful and I am sure you are a very good person, but I would wipe the floor with you any day of the week in multiplay. That needed to be said based on what I saw of your recent test games you posted. Now I could take you on as an aprentice, but I fear you don't have the months or bravado to take me up on this offer. Also, I would require you to
But could the AI use such a complicated system?
Paul Simon and Tom Petty.
[quote who="Semjah" reply="6" id="2837365"] I agree that after the opening stages of the game that materials are not a limiting factor. I do not think that adding a materials maintenance would help matters any, it would just amount to a higher gildar maintenance because gildar converts to materials at 1:1 or better. I think the way to make materials meaningful later in the game would be add some sort of transmutation building requiring a level 4+ city that can convert materials to a
You are 10% right. Tha t is not enough to matter.
I look at the game as zone coverage so I expand as my armies grow large enough to encompass an area with enough resources to warrant a town or better. That said, I play only on my testing map, Prirod. This map is the largest map possible without altering the map files and has every resouce painstakingly positioned to garantee both strategic significance for every area and enough handicaps for the computer to present a very real threat. It takes some time to fix the map after ecery upd
Well John, you can play me in multiplayer and we can team up in the begining for about 2000 turns and then, once all AI's are crippled, we can have a cold war that eminate into a series of 30 turn wars followed by peace and then war again. Volcanoes will litter the earth! Massive armies will roam seeking total destruction and I will unleash the Titans on your lands. Now that is multiplayer!
I was playing with the spells last night and had a wonderful idea to win a game. Unfortunately, I could not do it because I could only cast buff spells on my own units. You see, I would like to be able to cast beserk on any unit, thereby nullifying its defense at the risk of getting counterattacked by a huge attack power. Since we can no longer cast that good old "no counterattacks" spell I think it would be balanced to have this double use available. Yes, I am going to reference Magi
I just spent twenty minutes in a tactical battle to find out that the results did not match what actually happened ingame. One hero took all the battle's damage and died even though the battle report was accurate to what I experienced in the tacitical battle. I belive the problem may lie in the game defaulting to the possible autoresolve results rather than letting me have my day in the sun. [e digicons]:blush:[/e] I believe this is a bug that may have been created by the change in go
since someone brought up city invasions, when can we hope to see some work done on porting some viable tactical choices when invading a city from the planet invasion screen in GC2? Invading was like half the fun in that game. Ooh! Catapults could even work like the toxin unit the drath had, though in this case giving a significant bonus to attack and damaging the enemy befor combat starts.
This is why I like Red Alert 3 better. It has its own problems though...