seanw3

seanw3

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

Maybe not 20 and 20. Maybe 20 SR and 30 SM. On top of that staves should be adding modifiers and traits should be offering bonuses. The unit designs are almost totally absent any good mage traits because resistance and mastery are not interwoven into the core battle mechanics. My staves on tier one have no initiative penalty, and add either resistance or mastery. They do 6 damage, so you are unlikely to get that many hits, but you have several strikes and will get very strong with magic buffs

82 Replies 43,256 Views

Fixed, thanks. Dodge does look a little bit too good right now. I should set all the per level bonuses to a flat bonus and nerf some of the stronger ones. This Dodge and Resist are the hardest things to balance. Too high and you are invincible. Too low and you are dead.

856 Replies 2,037,940 Views

I think a nice nail the coffin would be to only allow city improvements to be places in a radius of one around the city. That way the limitation makes more sense and snaking is stopped to a reasonable degree.

46 Replies 45,989 Views

How do we add magic into the conversation? Dodge is the best way for a unit to avoid staff damage. Elemental resistance is the best way to avoid staff and spell damage. This part of the game is drastically in need of balance. So much so that I am loath to talk about it in this thread. It makes all the work we do in balancing weapons pointless (excuse the pun). Spell Resistance should be the key to staff and spell defense. Elemental Resistance should be something that magic tree resear

82 Replies 43,256 Views

Wonderful feedback! All of things you thought were bugs are in fact bugs. I will start on the changes. I'm just gonna make my list here. First and foremost I am fixing the levelup for cities. As it turns out, the coreabilities file levels cities now. It was very confusing. I will get hero abilities to have a likelihood of 1000, but make each forking path negate the other option. So you will have a chance to pick one, but it will not give you both. Took me a while to figure

856 Replies 2,037,940 Views

The game is far too tier orientated. I want some tier based superiority, but there also needs to be uses for leather and spears in the later game. Of course it's hard to balance or get beta testers to support that notion because most players don't even get that far. Most players don't even train units. Assuming we get the AI to carry the game past turn 200 and hero leveling in check, this discussion will be the most important one for game balance: How do you make low tier

82 Replies 43,256 Views

On a more positive note, totally agree about daggers. Daggers are only possibly good for an early game leather tank, due to many extra turns and counterattacks. It's also good for a mage to hold, which is stupid. The crit bonus is not enough for normal units (and I am pretty sure they can't crit) and heroes will always find better daggers from loot. 6 damage is weak. If we are going to keep that, it needs to be piercing damage and it needs to have something better, like 2 counterattac

82 Replies 43,256 Views

It's balanced splash damage though. It will do something like 40% of the normal staff's damage to all units in a radius of 1. So you don't kill them all at once, but the overall damage is higher. It also looks epic.

13 Replies 4,485 Views

I just wrote this somewhere else. I figure a preview of the staff mod is in order: In the staff mod I am working on, spell resist and mastery determines hit or miss. The early tier staves do damage to a single unit, have no init penalty, and give a bonus to either mastery (fire staff), or resistance (ice staff). Midgame staves do radius damage and have bigger bonuses, but have a slight init penalty. Endgame staves do damage to all enemy units and also cast spells

856 Replies 2,037,940 Views

[quote who="Wizard1200" reply="8" id="3235870"]I think it would be better to choose the paths at level 2, because the player can sooner play his Sovereign as he wants and it would reduce the randomness of the traits, because the player would get more path specific traits. To reduce the randomness of the traits further more traits should be linked to a path.[/quote] That is exactly how I balanced things in my mod. Great minds... In the staff mod I

13 Replies 4,485 Views

Oh, I forgot that Jon Shafer worked on CIV V. Hope he isn't reading this thread, but CIV V had terrible balance and an AI that couldn't fight back. The primary limiting factor on military conquest was economic penalties. I could go into it more, but if you like you like it. No reason to rehash opinions. I did have a lot of fun once they fixed the game breaking crashes a few months later.

123 Replies 320,452 Views

[quote who="ddd888" reply="12" id="3236099"]sword hit twice for 12x12/22=6 .5 dmg[/quote] Incorrect. It's 12*12/(22+12), which is only 4.2 damage. So you do 2.1-4.2 damage and I do 3.25-6.5 damage. Even at 1.5 more attacks, the mace is doing quite well. And Bash will prevent a counterattack, as well as reduce dodge to 0. You are right though about Maces being the second one to hit, putting them on the defensive. This is why I only keep one in an army. Oh, and maces cost no

82 Replies 43,256 Views

No. Monster AI kind of sucks. I just give them tons of Hp and Moves so they don't trip over their own feet and die.

15 Replies 10,765 Views

It should be happening. The beta currently does not close threads when you exit a game. So when you are starting a new game, the previous one is still running. If it doesn't cause problems in the regular game, you may just have a great computer. Stormworld probably has some extra errors because of rivers. Rivers are the worst. To be clear, the LOL was a cheerful, happy LOL. Not a snide or snarky one. Happy gaming!

1,118 Replies 2,455,316 Views

I just set the wandering radius to 100. That means they go everywhere and look for roads to travel on. We all know what that means. In my mod Death Demons are ridiculously overpowered and you spawn five armies from each gate. Times 100 gates means everyone is about to be really dead. I linked it to 3rd book of the magi so you have to do some spell research to get it. I sometimes cast it and then hide on an island for 100 turns.

9 Replies 4,128 Views

The whole analysis is not very useful unless you include armor. Spears and Maces are best against chain and plate. They have some penalties, but cutting damage just doesn't cut it when your enemy has good armor. Of course, no one hardly gets to a point in the game where the enemy has plate, but that is a problem with the AI, not weapon balance. Here is how I see it: Say there are two armies, TripD8's Army and Sean's Army. TripD8 has all broadswords, chain, an

82 Replies 43,256 Views

You guys should update the spell to open 100 demon gates across the realm. I did a little modding and found it to be quite fun on a large scale.

9 Replies 4,128 Views

It does, I guess this thread will just be me and you now. [e digicons];)[/e] I must have accidently mixed up my abilities file with theirs. Damn this befuddled mind! I have each hub require a fortress, town, or conclave to upgrade. I should work the same, but I don't have time to test it for awhile. If I can't get the city to automatically upgrade, I have a few ideas on how to do it. "AutoUnlock" may work for upgrades. If not, I will jus

8 Replies 4,131 Views

Good to know. The swap hub type is superfluous, but that is the difference. They could have done it my way and saved some time. Now that we have swap as xml, some modders could make a mod that allows type swapping. I guess overall it works out great for us.

8 Replies 4,131 Views

My point is that the code making the change is hardcoded, when it doesn't need to be. The xml already exists to do it. It is the same code we use for Command Post upgrading to War College or Warrior Temple. At some point the hard code should be deleted and this method should be used. Low Priority, but much cleaner. [Edit] You posted while I posted.

8 Replies 4,131 Views