How about defining which units are easy to kite and giving them them more moves and ranges attacks as you see fit?
seanw3
[quote who="Heavenfall" reply="34" id="3231651"]Certainly, if Arthur started riding around beating up people today he'd be in jail by sundown.[/quote] Privilege is not gone, we have simply redefined who gets it. But at least now we have a mock trial that takes up some of the assailant's time. "Ignorance is bliss to the ignorant and torture to the learn éd" -Alexander Pope
Anyone here willing to try my Path Progression Mod? It redefines the magic system so that any hero can have an Elemental Spellbook, but only those that level as a mage
Does the new AI cast buffs in strategic and tactical? Does it see and use abilities?
I imbue all champions because they then have the potential to get more essence as they level up, increasing the overall magical power of my kingdom. In fact, when I level up, I pretty much only choose essence and Hp bonuses as Strength and Intelligence don't seem to stack up as well. Especially when you consider how powerful spells like Curgen's Volcano are. They take a high level caster and alot of essence. Are we done talking about ancient game mechanics
[e digicons]XO[/e]
For all we know Keith Burgun died in a fire several months ago. [e digicons]8C[/e] Can we please let this thread rest in peace or at least stop quoting him like he was the messiah? His suggestions are largely irrelevant now, whereas there are other threads that are still relevant in the areas he has commented on in beta 3.
Wish the 3 turn minimum was in the changelog, lol. I could have saved some page space on the internet. The problem with adding in city bonuses as research is now, is that the player gets no feedback. I would hope we get some clear indications in the UI about city level bonuses and which city specialization will add what per level. I have taken to adding the bonuses on the upgrade improvement instead of the cityhub so I can show the player what he is getting and al
I guess I am a content designer, but there are of course many types of us. I want intertwine the story of quests and the strategy of the game. I want to give the player choices that have a risk-benefit factor. I don't just want there to be a dragon nearby, I want the player to have to feed him virgins every year to appease his anger. Then you can go on a quest to find a powerful dragon slaying sword to defeat him early on or simply wait until much later in the game. They key is to keep th
The tile yield calculations are spotty at best. Would like to see some fixes here.
[quote]Sovereign's Call made into a Life 1 spell[/quote] I am stern because I want the game to be really great: Okay, what did you add to Death 1 to balance it with this new mega power for life mages?
[quote who="DsRaider" reply="52" id="3231292"]I'm pretty sure the reason for the 3 turn minimum is to balance early game things versus late game ones, not to balance high production cities. Without it you could build pretty much all the early game buildings in a single turn late game, and this would hurt city differentiation. It would also allow you to spam endless amounts of early game units.[/quote] The labor cost should be what balances early game buildings and l
By the time I finish this new update it will be out. I have decided I need to do a total revamp of all heroes to have these changes make sense. Right now I am still trying to see where a trait can be used by more than one class. Many of the fighter and rogue abilities can overlap. I want to use as little space as possible to avoid creating book long xml files.
.98 is INFERIOR! INFERIOR! INFERIOR! Just kidding. I will finish up the path mod and then think about switching the mod over to .98.
I understand the logic of a 3 turn build minimum. Such a mechanic is there to make sure that production levels don't allow one city to ever outproduce 3 cities. It's a cap on the ability to power through several improvements and become too dominant through production. I don't think a hard cap is the way to deal with this problem, nor do I think the current implementation really solves anything. Gildar can always be used to to rush buy, which makes a highly efficient money ma
How about we have better starting point requirements so that each starting point has some good to it, but not the same for every player? Force spawning resources, rives, forests seems like a reasonable request. We shouild be able to modify how good starting points are.
[quote]Close borders relations penalty: -2 to -1[/quote] While this is fine for the early and even midgame, it should be scaling as the game goes on to create a checkerboard of alliances.
I think an interesting part of the game is dealing with the new city types that other Sovs have chosen before you conquer their city. I don't think a change should be allowed any more than you should be able to rechoose a hero's traits. But as some people might point out, I am playing with a slightly more competent AI when it comes to choosing city specializations.
I have a few quests where failing to save the world means the world gets filled with demons or vampires or sinks or creates another cataclysm. You just need to add a gamemodifier to the failure result.
Path Mod changes are linked to the OP now and the previous changes are gone to avoid so much needless scrolling. I should have the initial verison up by the end of the day. Some cool stuff: +Poisoned Blade will apply 1-3 poison damage and stack up to 3 times. +Venomous Blade will Daze a unit for 2 turns, apply 3-6 poison damage, or reduce attack by 50%. These will stack with each other and all other poisons. +The initial paths start at leve
I have Darklings set up to use charge. I see the trait when I check their details ingame. Darkling Warriors don't have charge, but are much stronger.
Or at least he did several months ago when this was written. Can we stop with all the thread necro?
I am pretty sure the AI is going to learn that if it has very little chance of hitting, it will not target that unit. I have not gotten 100% results on this and am still testing it. At least we can think that this is something to expect before the game is finished.
Thanks, I will take a look at them. I too have noticed the Earth Elemental behaving weird with Overpower. The darkling thing should be a simple fix. On another note, I will be posting the basics of my Path Progression Mod today.
I will have the Path Progression Mod up soon. Basically the Sov trait gives +30 Dodge. Pretty good stuff. I'll nerf that when I add in the first version of it.