seanw3

seanw3

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

I have been following this post a bit and it seems like the core problem is with magic users. Procipinee is according to the lore a magic user. If her ingame talents are geared towards melee, she needs to be changed. I personally give her crown to a fighter as it doesn't help her to use it. The hole in gameplay is that a mage is only great at being a mage later in the game. The early game offers no strong mage tactics other than fire and even that requires level 2 spellbook. Mage Sovs nee

69 Replies 24,539 Views

[quote who="unacomn" reply="138" id="3215364"] Can we please get a few more unique hero progression options? [/quote] I am making one for my Path Mod that gives Assassins a guaranteed critical hit for the next action. That kind of special ability is very welcome in the vanilla game.

172 Replies 672,964 Views

Oddly enough I balanced Mana so that you can absolutely afford to cast Firedart 6 times. The reason I don't plan to make the example above into a mod is because, as you implied, it would take a rebalancing of every weapon and their placement in loot and the tech tree. I can live with the current system, but that would be the ideal system. Perhaps the expansion will have enough dev time to take a serious look at this kind of fix? Or a new modder could pick up the slack and do this kind of

17 Replies 21,606 Views

[quote who="TheProgress" reply="10" id="3215587"]Please take a look at and rebalance the Contagion spell![/quote] It's only been two weeks Progress. I am surprised all this is done considering that they are also working on the Steam distribution. Save your pet peeves for .952.

87 Replies 225,432 Views

It just makes it so that monsters do not see you on the strategic map. They might still attack you if they happen to be going that direction anyway, but they will not specific go after you. Many monsters still roam a given area, so it is possible they will try to enter your tile by coincidence in which case they will attack.

2 Replies 1,748 Views

Not that I plan to do a mod for this anytime soon, but it is very simple to balance. I would set each weapon to have a weight that is essentially a reflection of how much that weapon would weigh you down in battle. Masterworked and magical weapons can have bonus Initiative or less weight. Then Encumbrance could be set to be much more incremental. Instead of weight in the sense of gravity weighing something down, this would reference the number weight given to reflect how encumbered

17 Replies 21,606 Views

This is a difficult problem to solve since attacks per round are connected to magical casting. There is no real logic behind it other than that more agile weaponry makes the motions needed for casting much easier and thus faster. A thin thread of logic to be sure. I would much rather see one last balance to weapons so that each one weighed much more. Then weapons that have bonuses to Initiative could instead weigh much less. So an unarmed mage is the best possible mage, but daggers stay usefu

13 Replies 5,743 Views

I will be curious to see if any of the new users coming from the steam opening of the beta have the same 3D model problems you do. I find it hard to believe that your computer is the only one with such a serious bug. Maybe more people with the problem will elicit a fix from the devs?

117 Replies 239,576 Views

I like the idea that city curses could use Essence too. Mundane cities should probably be immune to cursing. The current options are not very complex. I would rather see negative enchantments take on more of a meta game than that. Strategic level enchantments need to play out more like a technology war. It Sorcery unlocks city curses. A tech further unlocks dispel, which is a lower mana cost, but takes 3 turns to cast. Then another tech tier further there is a protect city spell that takes up

15 Replies 9,621 Views

[quote who="Mtn_Man" reply="136" id="3215240"]New feature: get rid of hp altogether[/quote] I don't think that is a good idea. Hit points are a fine notation on a unit's ability to continue fighting. The only thing that might be beneficial from this kind of logic is a system where lower Hp reduces a unit's ability to battle. Even this would be hard to do with multiple soldier units.

172 Replies 672,964 Views

Taxes are global gildar per population. I am thinking more of increased taxes in a specific city as an improvement. It is also interesting to note that many of the old population based effects are still sitting in the xml. There is actually alot of old stuff in there. I think the general idea is to leave it all in so that modders can use it.

37 Replies 100,364 Views

I play on Harder. Before I was playing on Challenging in the initial beta 4 series. Now that I have modded things a bit, I made my own difficulty. It is somewhere between Hard and Expert. Basically I give the AI total sight over the whole map. They get a 15% bonus to gildar. Their Sovereign gets a 30% boost to Hp. That might not seem like much, but it really changes things past turn 200. Tarth in particular has a huge economic advantage in the first game I played as they are not shy about set

61 Replies 45,289 Views

I meant generation in the sense that it generates a map out of stamps. What does this do? 2 2 0 0 I assumed that decides the ratio of different stamps used. I also wonder how it is able to give me 10% ocean on a map. It seems like an odd way to d

61 Replies 45,289 Views

That is why I am testing Tarth right now. I played them a little in the vanilla and it seemed desperately weak. Now they are a little too strong with all that bow power. So I will nerf them slightly. Of course all the other factions are more powerful now too. The strongest factions are Magnar and Resoln in mod overall. Resoln now has some really strong monsters to fill their ranks. Magnar of course are the best at large and powerful armies early on. If only the AI knew how to use them right.

61 Replies 45,289 Views

[quote who="larienna" reply="130" id="3214912"]There are some things like "random events" that does not matter much since players will probably make mod pack with additional event, goodie hot, quests, etc if modding allows to do that. This is just data right, there is little code related to that. So you should focus on finishing adding code based feature than data based feature since those can be easily be added afterward.[/quote] I would agree, except that the code for random events

172 Replies 672,964 Views

[quote who="StevenAus" reply="17" id="3214940"] Why is it OP when everyone can use something (like essence) equally?[/quote] Essence is OP even if everyone can use it. Currently the AI does not see Essence when settling. It does not cast city enchantments. That is a problem somewhat solved by the new update. The problem with Essence being too powerful is that Grain and Materials become irrelevant, as do any city leveling options that have to compete with Essence. 4 Essence means you a

21 Replies 11,703 Views