[quote who="DGB246" reply="9" id="3221151"]Hmmm looks like destroy land and bloom/birth have been removed or are hidden away in some quests - perhaps they're exclusive to the campaign?[/quote] They require an endgame tech called 3rd Book of the Magi.
seanw3
Champions are too powerful because they are allowed to level too much. This would take too much extra code to be feasible for the devs or modders. It is an interesting idea though. I just think there are better ways to equalize the two types of units.
This is how I am thinking about city defenses: (All weapons and armor are based on available tech.) Fortifications All Levels: Spell Tower>Elemental Choice (Sorcery) [Casts Spell at beginning of combat] Advenuterers Guild [Provides Adventurer Defenders] Level 1: 1 frontline weakling unit. Level 2: 3 weak frontlines and an archer Conclave: A
@Nasarog, You can still play with some level of dynasties. There is an on switch in the XML. I would bet that the expansion is going to be all about children of Sovs and whatnot.
[quote who="ddd888" reply="32" id="3221033"]what are you referring to?[/quote] There is a multiplier set to increase the XP needed at each additional level, as well as an exponent. So the function is something like Level = M(XP)^E. By adding to the exponent, we get later levels to take more XP. By adding to the multiplier, we get early levels to take more XP. I keep the base points at default to make the equation less complicated.
Do you have any idea how difficult and time consuming it is to make new models for elementals? I don't think we will see much more of that until the next expansion.
You can give or take away influence. Influence is the basic decider of how much other people like you. It is also used to construct special buildings and hire extremely weak units.
Everyone assumes Ceresa is the Fallen Enchantress. I think it much more likely Lord Markin is the Enchantress. The campaign is said to be an RPG about the hardships and joy of a post-cataclysmic transvestite. A really unique concept for a 4x fantasy game.
Hammers + Set in Stone = 150+ Production! I say set Hammers to +1 Materials and keep Stone as is. That would then require research to get OPed.
I am sure they read it. Probably as annoyed as I am that the modding was not mentioned. Modding is 90% of the draw for this game. But the article was still great if you ignore my bias.
In the late game (~300) one lair mites can produce 10 armies of company strength mites... [e digicons]*_*[/e] If anyone is playing, please let me know how the balance feels. It's not perfect in terms of trained vs. lair recruits vs. heroes vs. Sovs, but now there are 4 legitimate categories of units. I'll be adding city fortifications to that list too. I want to make city defense roughly equal in turns of construction to training the units no
[quote who="Glazunov1" reply="48" id="3220837"]While I understand the reasons for mite proliferation, I think matters are a bit too extreme, now. I'm literally doing almost nothing for a long period of time except mite eradication. And then, of course, once the source has been destroyed, another pops up a few doors down the block, churning out more mite armies with ease. I've given up battling them, and resorted to auto-resolution, but it still seems like a roadblock
Mislabeled it. I assure you it has the .005 changes.
I tend to add HP as opposed to armor for most monsters. Dragons of course should be nearly immune to cutting. Blunt or pierce might make sense at say 50 with cutting defense at 120.
I would bump unit XP to be 75% of hero's XP instead of 50%. I would also add in some more XP needed to level early on, as well as later levels. Increasing the Exponent factor by .2 and the coefficient by .5 in the leveling equation has been good for me. I would like to see levels past 10 take much longer to get, but also have more powerful traits available. Really Wildlands would be more needed if killing bosses was the only way to get higher levels. This would solve two problems.
v1.952.005 has a better level progression. Missing a digit can really screw things up. [e digicons]^_^[/e]
The offer is still good. I think you only need to log in to the Stardock Store with your account. It should be waiting for you there.
.004 leveling is too easy. I will work on the numbers and come back with something better.
New minor update: v.1.952.0004. I tried to fix things based on feedback. I don't have a total rebalance of quests yet. Let me know if Wildlands bosses and dragonkind are moving towards the player efficiently. I added 9 moves to almost all monsters with the Large trait to see if this could prevent that weird one move per turn bug. Dragons can fly, so moving 9 is not that unrealistic. :P
Wow! Kiting is a serious issue now. Was the AI moving only once per turn again? I hate to do this, but I may just add +6 moves to Umberdroths, Dragons, Golems and other units that only move one turn at a time. That might fix the issue until we get an AI update. The Arena is a small map. I am surprised you were able to kite there. Tear of Cyndrum will be getting a nerf and be less common in the loot. Longstrider Boots will switch to +1 Move. <p
Banished Ogre is a starting point monster. He needs to be weak so we can level our Sovs and the AI can not get killed right away. On another note, are people seeing alot of enemy factions getting killed? I don't know how Kraxis could have died on turn one.
Oh, I get it now. I will simply make Freeze only affect strategic movement.
I was unclear. There are three factors for XP and leveling. The amount of XP from killing is unchanged since .001. The other two functions are how much XP is needed to level. I can increase it by multiplying: 10XP to get to level two from level one with a 1.5 multiplier means it would take 15XP more to get to level 3. That is a total of 25XP. The Exponential function allows me to add in a quadratic variable so that that later levels take extreme amounts of XP. I talk about M as the multi
Ya, but moving once into the FoW will load all explored lands into the game. Not a huge deal for me and if it is doing to make loading faster, please don't change it. If it is just a bug, go ahead.
@ Supreme Shogun, Did you take a look at my balance mod's weapon changes? I have a pretty solid progression there. My design assumes that higher tier weapons needs to be slightly better than the previous ones, without making the old weapons completely obsolete. One thing that helps me is having an xml equation that shows me the min/max damage a weapon will do