So how do people think attack bonuses from traits should be handled? I would say no more than a maximum of +3 should be gained from 3 traits. Anything more and you are breaking the armor balance.
seanw3
Interesting. I could actually see some logic in an XP soft cap. The XP curve is already exponential. I could increase the exponent and add in some XP bonuses from Hero techs. There would be unit bonuses in the warfare tree of course. I just might try that. Any specific numbers you want to throw out?
The major differences are minute. The devs and I have a difference of vision on how long a battle should last, how scary monsters should be, how many armies each faction should have, weapon balance, armor balance, magic balance, game altering spells and quests, hero progression, using randomness for every game mechanic, faction aggression, starting Sov power, leveling speed, etc. Overall it is more challenging. A design for hardcore players that don't want to give any room to new users fo
[quote who="DsRaider" reply="15" id="3239660"] Your just mad about your mod. [/quote] Precisely. I was about 8 hours into a game when I noticed taxes were different. I was so mad I cast Break Realm, the ragequit of spells. It should be fixed, but generally we get a heads up before they rip the heart of game out and replace it with something new.
[quote who="MiamiBigAL" reply="74" id="3239661"] They have done it with MoM, a 15+ year old game[/quote] That kind of logic doesn't fly. This game is doing something completely different. I doubt there are that many similarities or easy outs by taking examples from old games. And also, MoM is so old, it took a decade to get the AI to have some semblance of intelligence. Not fair to compare the two. I do think that focus fire is one thing the AI will be capable o
v1.981.2.02 is up! This one fixes a load of bugs and errors coming from the updates and content additions. I realized that staves have to use dodge, so I added Accuracy to staves and they have to pass that as well as a spell resistance check. They were already doing too much damage, so hopefully this will balance them out more. Sovs each get one more customization point. Stock Sovs have been changed to reflect that and each generally get a special item at no charge. Mon
Okay. I will just double the gildar on all buildings then. Thanks for the info.
What do you guys think about the unrest from those taxes? Do all additions to Gildar now use this equation? Does Apiary, for instance, add +1 or +1*TaxRate?
Maybe all your files can only turn one direction and never got a high school education?
Several fixes need to be made before this mod is fully functioning again. I need to step back and play with taxes and the new content before it gets balanced again. Adding content and dealing with all the dev changes is very taxing. At least the vanilla game is passable and Stormworld is running great. I will try to update by tomorrow with a better balance.
The mite thing is really bad. Why are we giving Death spells to cockroaches?
I knew I would not like it, but this is so much worse than I thought. My mod is so screwed now. I will have to spend hours testing out new balances all for the sake of this minor change in the gildar equation. I really liked the old way, especially since I could increase taxes in a given city. Now I have to figure out how to do that with the new system. QQ
Blind is a death mage spell. Not for mites. I wouldn't give it to bears either, that's just me. If you played my mod, mites are the most annoying breeder lairs. They can spawn up to 10 armies that do just enough damage to make you go back home, but don't give enough XP to level. The point of monsters should be to cause pain and suffering to players. I don't want to kill you, just make you suffer until you ragequit without knowing why. Then come back after 30min of TF2 and star
Last I checked, the vslower tag doesn't function. Is that fixed now? Anyhow, my general point is that up to 100% Attack can be added to a unit. Combine that with the fact that the dev unit designs use almost non of these traits and we have another big problem with weapons. I would actually say that spear with the most attack bonus is better than swords. They can nearly ignore all armor and with the low armor values we now use, any bonus to attack is much more powerful.
A tile's yield is made up of the 9 tiles surrounding it. If you are not on a tile with essence, the tiles around you do not have essence. If they show some essence, that only means that the tile adjacent to you is adjacent to some essence.
The plan on that is that Empires ignore unrest for certain things and Kingdoms try to mitigate it. I like that sort of differentiation, but it never totally came into focus. Anyone have a complete description of tax mechanics?
When I see it do something else, I will find a way around that. So far there has been no problem. Either way the enemy heroes just stock up on 300+ leather greaves.
This would be a nice feature!
The devs keep taking monsters in weird directions. In my mod, mites are the cockroaches of the realm. In the vanilla, they are the most powerful death mages of all time... [e digicons]>:([/e]
Can we get some discussion about why taxes were changed and how exactly it works? To say the least, it is very unintuitive and annoys the hell out of me. I need to pay heroes from turn one, but paying more than one is impossible. It forces me to rush the Merchant. It also makes any taxes total bollocks until very late in the game. Taxes have always been useless until later on, but if this is the final design goal, how does it work and why was this chosen?
I used some simple logic: 1. Frogboy says the game is not doing it on purpose. He claims the AI is playing fair. 2. Frogboy often says that. 3. If the game is adding such a trait on purpose, it must be using the internal name. Test: Changed PathOfTheWarrior to PathOfTheWarrior1 and so on, for the internal name and updated all xml references Result: Sovs no longer get two path traits. Conclusion: <p
+18Hp instead of +17 seems rather pointless. I have been playing around with Hp values for awhile now. It is better to have a general base around 10Hp and have level add about 20% on top. A lower base means the early game is a glass cannon fest. A higher Hp per level means high level units become unkillable. Try it out before you dismiss it out of hand. The way you think it will play out is often wrong.
I would nerf the spell to 25%. There is just too much power in blinding.
We told Frogboy about this, but he had no clue why it would be happening. I tested it out and changing the name of the two traits stops the issue. That means there is some hardcode somewhere adding these in. If Fb doesn't know about it, he either did it a long time ago, or someone else added it. Either way it's bee a problem on higher difficulties for awhile now and it should be fixed.
I think the Hp progression is at a good level. Now we need to add a global bonus of +6Hp to balance out the Hp we are missing from levels.