seanw3

seanw3

Joined Member # 2990919
182 Posts 5,819 Replies 1,616 Reputation

And I would point out that we have actually celebrate this event as some sort of romanticized lesson of generousity. FYI the Native Americans lost miserably in my Elemental simulation just like in RL.

35 Replies 72,740 Views

I am going to make a special Native American faction, feign peace, settle in their lands, out-influence them, massacre their people without cause, and then base a cute holiday on the story. I am thankful for being able to forget the sadness of reality with high tech entertainment! [e digicons]:thumbsup:[/e]

35 Replies 72,740 Views

The Important thing to take from this is that there will be a new RPG engine out there for the next fallout to be a new game , rather than a Stardock sized expansion. I do aplaud them for following SD's model of quality expansion though.

70 Replies 156,454 Views

I like this more and more. This could even lead to being able to make low level casters that can be trained from the design screen. Giving them some fireball abilities that depend on their inteligence and cost money and mana to train, not to mention a per turn mana cost. This training could be added from the arcane tech tree and even constitute a special training building you would have to build in a city to train such units. A very high mana yield would be necessary to afford upkeep,

14 Replies 9,828 Views

I have tested it and it seems that dodge is not currently working. Waiting for the post-holiday fixes to continue.

5 Replies 2,711 Views

I think the key to citybuilding is to look at a real medieval empire and take a few notes. One or two large cities can be easily defended and can rule over a fairly vast area, though resources are more vunerable to attack. It should be more efficient and give some unique buildings and bonuses. Having many cities means they should be smaller due to food constraints and cost more to maintenance, leaving a point where too many cities means you wont have enough money for defense.

15 Replies 77,441 Views

I was going to post my findings later this week, but dodge is broken in the current beta. Your post pretty much says it all, I just wanted to wait until I hade time to test a few more stat combinations. I think this is likely to be a rather small issue to fix.

13 Replies 10,373 Views

Until we have the good AI, it is rather useless to balance the spells any mor than they are now. I find a use for most of them in my strategy, but I don't need it because the only reason the AI is till alive is that I want to play more with my kingdom.

10 Replies 7,598 Views

The whole point of 1.1 is to gain a core set of features that work. This means losing the complexity of release, but it means that was is there will be playable. Has anyone forgotten that all the unitstats in the release were rendered null by a magic book that had like 3 usefull spells in it? The next expansion will likely increase magic complexity, but for now we have a very solid game with a good magic system that functions as a sufficient supplement to all other aspects of gam

55 Replies 23,374 Views

I think you should institute your own patch then to fix the stats how you like them. Just go into the xmls and make all the stats upgradable and then set an amount and cost. I was playing that way before when the glass cannons phenomenon overtook my desire to play unitl 1.1

55 Replies 23,374 Views

This speech is hopefully the future of game design: http://fora.tv/2010/07/27/Jesse_Schell_Visions_of_the_Gamepocalypse#fullprogram

0 Replies 1,330 Views

You guys don't get it do you? You can level a character to be more than one thing. If one of those things is charisma he or she will also give you gold in the form of taxes. For expanding it is a good idea to have a hero with 20 char and 12 on most other stats. Then he can work as a defending hero once you have horse and some gildar. No need to change anything.

55 Replies 23,374 Views

I didn't know they were also ingame. [e digicons]#:([/e] Of all the stupid...

10 Replies 7,598 Views

1) The creature AI, which I have been extensively testing, is idiotic. They have no sense of value. They should be checking my attack rating and running or at least not bum rushing into certain death every other turn. How did these creatures survive in the first place, dumb luck? Saving two for real frustration.

54 Replies 113,379 Views

Edit: I was wrong about Int affecting spell accuracy. READ THE DEV JOURNALS. Int affects your ability to hit with a spell and your ability to cast. Also, dex does not affect speed, If you read that in the other possible way, it says that you should focus on speed (rings, horses, enchants) and dex (ability to dodge). This kind of confusion should be cleared up before we start asking for changes. I guess the accuracy idea was so good I thought the devs said they

55 Replies 23,374 Views

I don't understand what you mean by hard to hit and hard to damage. If you attack and your attack die is below the number he rolled for defence, you see it as blocked because he outrolled you. That is hard to damage and is a factor of attack vs. defense. Acurracy and dodge play a similar role and also show as blocked if his dodge ability is able to outmatch your accuracy. This is refered to as hard to hit. Your suggestion would be slightly unbalanced and take the wonders of scalable c

1 Replies 3,869 Views

While I apreciate your zealous beta testing ferver,I would like to edit your comment to avoid such wall of text in the future that don't really apply to the OP: "I think this is actually a bug."

3 Replies 1,421 Views

Well I agree that Magic Heroes are very simple in leveling, but you seem to be missing the subtle and elegant strategy in inteligence and dexterity. There are many ways to build a fighter: -Focus on leveling his strength and give him the highest damage weapons. -Focus on a fast highly dexterous hero that can penetrate the enemy line and deal good damage to their archers and wizards. -Focus on defense, constitution, and good weapons while sacrific

55 Replies 23,374 Views

Teleporting is good for a poor economy as a defensive measure and a necessity for the epic sized maps I play on. Terraforming is useless to me because holy/unholy ground has no effect on the game, and I don't really see a need for most of those spells in my strategy. Enchanting is good but city spells are never worth the cost of 1 mana/season IMO. Arcane weapon is worth its weight in gold though for wizards, but this spell might be in the combat book, it is an enchantment

10 Replies 7,598 Views

Dodge is working I think, but it shows itself as a block. It would be nice to know the difference. The problem could also lie in the dodge stat not being fixed to the specifications on the forum. I will run a test with 0 defense and see how high dodge needs to be to have an affect.

5 Replies 2,711 Views