How about making Set In Stone do +50% Production, -50% Research? If we are going to have tons of research from cities, a 50% Production boost is not quite worth losing all possible research. It also screws up the AI, since they will cast it on a Conclave.
seanw3
Having monsters see and attack cities changes the whole dynamic of the game. I am having to nerf dozens of goodiehuts to compensate for the speed and ease a single monster army can destroy a civilization. And my mod has city defenses! Played a quick game of Squalworld too and it is looking great. It is a little more difficult than the core game though. Just because you fixed some balance problems.
If we add in traits to the discuss, spears will almost always come out on top because Brute, Underdog and Finesse are all buggy and too powerful. +9 attack per soldier? WTF?
I am just writing quests right now. I don't want to test them until after release so that the devs will actually fix the bugs we find.
Try setting the moves attribute to "setunitstat" with a value of 1. I think 0 moves causes combat to freeze.
And we never talked about the auto-defend strategy only humans can do. We can get +15 Armor by defending with the same number of the exact same units and win quite easily. It's something I hope the AI eventually learns to do.
Please add trees to local data.
Harder than CIVIV, easier than ES.
I don't know. It just never occurred to me to try. A great way to win MP though.
I can rearrange the enemy's build queue. That is some interesting guerrilla warfare, but let's limit it to Path of the Governor eh? It does allow me to maximize their construction efficiency, though. So the AI has been playing alot better since I started managing everyone's queues.
Problem persists with local data. Server data still shows trees for me. Cruel, cruel fate. [e digicons]XO[/e]
I voted Good, which is down from my previous votes of Excellent. The previous betas were content and did much of that on the first update. If I am measuring this beta on what .981 did, it is not excellent from a polish and balance point of view. It was good, but not excellent. Too many slight improvements to sounds and graphics. Not enough balance on pace and UI. Keep working at it. It's getting there at a good pace.
+10Hp, but with a level 10 prereq is fine. At level 2 we are just pissing all over the random trait function.
The unit organization thing is a must. Should have been prioritized months ago.
Happy are you? I think it is time we call it quits on all this monster faction nonsense. We tried it, but in the end all factions need to be human. Evil factions should be dark skinned and bumpy with middle-eastern accents. See Jafar from Alladin. And make sure all the good guys are white, with the most goodest factions speaking british and the rebels speaking american. Let's stereotype this thing up!
v.1.981.001 is up! This one works with the latest two .981 versions. That and some dodge numbers have been changed. I am still working on how to balance Spell Mastery and Resistance. That will be later.
I call it "Crack Armor."
The mechanic needs to be AI friendly as the AI is the one getting 99.99999999% of the injuries. A spell would be more usable by them.
It should be that the potions are attainable late game and only cure one injury at a time. Late game Life and Death should have spells that either transfer (Death) or heal (life) a single injury. Having one per game is a clear human advantage. Having them cure all injuries is too powerful. Until then I'll just keep it as a Path of the Healer trait and level 15, which is ~level 35 in the vanilla.
It's a good trait idea, but not for the axe. Reducing armor would be incredibly valuable. I added once such ability to my endgame heroes and it still feels OP. Giving that to regular troops is just not possible to balance. Even at a 10% chance to sunder, you are giving too much power against armor. Ignoring armor is a better thing for trained units. But actually the concept is quite fun. My high level swashbucklers run circles around tanks, cracking armor on each strike. It really
Oh, you mean your game doesn't have a Heal Injury Spell for level 15 Path of the Healer? [e digicons]:D[/e]
It is just the first tier in techs that need to cost less. Each one should not cost more than 15 research so that players without any research bonuses can still play the game.
The AI should also be scouting with spells and scout heroes. Takes some of the pressure off the AI to know what is going on. I would also think about a sight bonus for outposts. Something like Watchtower or Crow's Nest to give it +3 sight. Would really help AI strategy me thinks.
I would say that with the new armor values you show here, weapons are at an okay balance. The major problem weapons have already been discussed. But okay is not metascore 90. Okay is what you start with and then fix the problematic weapons and special attributes to make each one feel unique in the hands of the player. Assuming that Bash and Counterattack cancel each other out in terms of power, Backswing needs to be fixed. Discard it, make each soldier in the unit get one, or add another abil
[quote who="mqpiffle" reply="17" id="3237246"]Thanks for making me cry, Sean.[/quote] At the end of the day, this is what makes me sleep happy. [e digicons]:grin:[/e] [e digicons]:'([/e]