seanw3

seanw3

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

It's at E=3 right now. I will go lower though. I might even try E=2.7 if things are still too slow. I will look at CoreAbilities when I do my monster balance again. Taking out some combat rating is a great idea.

856 Replies 2,038,082 Views

It's hard to get the right number on XP because I have to get pretty far in before I can tell. Right now things look a little high, but I am at turn 300 and my general hero level is 8-10. I had intended it to be 10-15, so maybe E=2.8 will work out better. The next update will be after this weekend though, since I have to adjust to the new vanilla update. I am taking Friday off to get a head start.

856 Replies 2,038,082 Views

The crazy thing is that I have been working on content mods as well. I just refuse to release those until the game goes gold. What I want to focus on now is learning the limitations and edges of the new mechanics as we go through each beta. Each cycles adds so many new possibilities I have had to put all my content mods on hold just so that they are not obsolete by the time the game actually comes out. I released my labyrinth mod to give people some idea of the quest capabilities, for i

856 Replies 2,038,082 Views

Fire Damage can only be reduced by Fire Resistance. Armor is not a factor in the equation.

8 Replies 6,831 Views

I think it is much more interesting to have alliances be created based on factions, power, and technology. There is a very complex system behind the diplomacy levels. I am currently trying to work it so that two weak, like-minded, factions will become allied and then declare war on everyone else. It's hard to do, since the likelihood of an alliance can't be manipulated. All I can do is make the two factions like each other alot in the late game if they are both losing. That should wor

14 Replies 8,491 Views

Thanks. The major reason I do it is for practive and innovation. I learned alot about xml and the capabilities of the system by trying to balance the beta. I think the devs might be playing it sometimes too though, because about 70% of what I do seems to be added into the vanilla in some shape or form. Maybe we are just both using good logic and design though. [e digicons];)[/e] After reading the thread, I have remembered my plan for that. I intend to have Governors ge

856 Replies 2,038,082 Views

I fixed the balance between heores and units in my latest balance mod. Heores need to take much longer to level and those levels need to be more powerful. Unique weapons then need to be nerfed to compensate for the new power of hero traits. Then Fortresses need to offer many more options for trainning bonuses and do +1 level per level of the city. It works quite well, I suggest you try it. As far as vanilla goes, it would be better to think within the bounds of what the

30 Replies 13,235 Views

Staves ignore all armor, meaning a single staff does 2-4 damage against any unit. A group will do 5-10 damage and has less encumbrance less of an initiative penalty than bows. For the vanilla game, bows are weak compared to staves, but staves cost crystal. I suggest getting the Amulet tech and then longbows. It provides a nice mix of physical damage and magical attack. It's perfect for killing monsters. On the other hand, melee is about three times as effective in crystal use, so maybe ju

8 Replies 6,831 Views

I have to say that with even one archer on the enemy team, kiting is impossible. One the things I did to balance AI monsters was to make sure most armies could either do damage at range or have 9 moves to prevent the kite. I even buffed Slags to unreasonable levels to give them a chance for vengeance against Glazunov. That is the kind of monster balance I hope to see in beta 5.

10 Replies 10,692 Views

[quote who="el_phantasma" reply="13" id="3226520"]Can problems like pioneer spam, general game pacing or population only contributing to gildar production be countered by balance/polishing stuff?[/quote] I solved pioneer spam with a simple mod. Doesn't sound like a major problem. I solved game pacing with a slightly more complex mod. Could easily be fixed in the next update. Population and buildings affect gildar. Towns

113 Replies 257,581 Views

So a horse eats the basic amount of food that a merchant makes per season? [e digicons]:typo:[/e] I just made Mounted Warfare require Animal Hunsbandry and Drills. So it takes longer to get to and you have to use two tech trees. Then I raised the shop cost. Problem solved. They should really make me President.

31 Replies 33,764 Views

[quote who="MidnightsFX" reply="36" id="3226180"]So how about some dungeon RPG scenarios next beta? ehhhh? Skyrim could always use a break for some old style top dungeon encounter after encounter with some text in between. On a serious note, even without any of the information for this available. Would it be possible to add one dungeon encounter, after another with a text selection in between allowing a couple choices?[/quote] Yes. I do that in my Labt

37 Replies 76,627 Views

[quote who="Tuidjy" reply="2" id="3226211"] It would have been a bit better if production/research/food/growth were separate settings as opposed to a combined but I'll live with it.[/quote] Agreed, but the ability to name my custom difficulty Chuck Norris makes up for that. [e digicons]:ninja:[/e]

7 Replies 6,474 Views

This is all already possible. Look at CoreDifficultyLevels.xml. There you can make specific difficulties to your taste. Just copy one that is close to what you want, change the name and then the numbers. You can also set the bonuses and penalties of ZoC. I believe the global setting for this is in the ElementalDefs.xml. Might take a bit of searching.

7 Replies 6,474 Views