seanw3

seanw3

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

You can increase the population numbers by a factor of 10 pretty easy. You just need to find all the things that use population and increase them by your desired factor. Then make sure taxes are .1% instead of 1%. The thing you can't really increase by that factor is units in an army. Even if you got it balanced each one takes up too many resources to run well on any computer. Perhaps making each Hp count as one person and allowing each visible soldier to represent a troop of soldiers wou

59 Replies 131,132 Views

I am sad to say this, but the save games for this series just got corrupted. I blame the current economic situation. On the bright side, I will begin anew with a save from my current balance mod game. Since Frogboy is looking for strategies and tactics, this particular game will be the most relevant. I believe the game is at about turn 200. I am playing as Pariden and have a research and magic orientated nation. I am currently at war with the vile and aggressive Yithril, who have the

61 Replies 45,290 Views

I would guess that the steam beta release is more important for bug reports than for money. If you look at the number of people reporting on the forums and how close the steam release is in proximity to reports, one might guess that they want to increase the size of the beta group in order to get more combinations of machines reporting errors. I think that if this is the case, releasing the beta now is a fine choice. If they are expecting a warm welcome and praise over game mechanics, perhaps

117 Replies 239,577 Views

CoreMonsterunitTypes.xml and CoreGoodieHuts.xml are the files you want to mod monsters from. Monsters are kind of odd in that spawn rating does not work the way one should think it would. Essentially monsters have two factors that determine their stats: level and spawn rating. When you look at the level milestones in the xml, that is telling you what the stats will be for a given creature at that spawn rating. Level is just the level of the creature. I think most creatures spawn at a default

59 Replies 131,132 Views

I like the current balance between spellbooks. That said, getting new offensive spells should come as a trait specialization for that hero. Once you are at level 2 in any element, it should be common to get levelup options that add offensive spells. Of course we would need about 20 new damage spells spread out over the elements to really make this option viable. If that is too much, just add them in the Magic Tree under Sorcery.

5 Replies 2,840 Views

On the right of the screen where you pick your faction, there are some traits. Mouseover those traits to get a description of what each one does. It will tell you what you need to know.

6 Replies 3,327 Views

There are alot of changes, but the idea is to get away from meaningless city level options. Adding research to all cityhubs makes me sad. I am hoping that much of what we got in .95 is going to get expounded upon in the next updates. Alot of the level choices and the cityhub thing look like placeholders for better content.

20 Replies 76,000 Views

Oh, and I also nerfed all growth bonuses you can get. -Outpost Consulates give +.25 Growth -Call of Sov spell not +.5 Growth per Essence. It is odd that growth is more accessible from a spell and an outpost than from Towns. Nerfing the outside growth factors makes Towns much more important.

20 Replies 76,000 Views

Now that the things you asked for are in the OP, I can talk about some modding success that I think would do well in the core design. This is my basic city balance mod: Conclave Level 2-5: +3 Research, +1 Essence, +25% Research, +10% Research in all cities Archivist: +50% Research Oracle: +100% Mana Scroll Scribe: +20 Spell Resistance Crystal Vault: -50% Crystal Cost For Trained Units Academy: +5 Research Tower Of The

20 Replies 76,000 Views

This is my response to the recent Dev Journal post about feedback. Knowing that this is the last chance before feature lockdown, I want to give a full measure of suggestions. Now, usually I have a rule about telling devs to just implement stuff that I mod into the game, but there are some key problems with city specialization and monster lairs. I will try to put my ideas in the categories Frogboy gave me. (3) Magic: Entangling Forest (Life/Earth) St

20 Replies 76,000 Views

The solution I am using is to have single units get more base Hp. I also added a Masterwork Iron Golem to Arcane Armor. I agree there are some poor scaling functions for grouped versus single units. What about adding a +Hp per level to single units in order to compensate?

16 Replies 10,278 Views

You will need to change the priority the AI has for training pioneers to cope with the change. The AI doesn't look at the cost and think it is too expensive. It looks a the AI Priority and uses that to make a queue. At least that is how it seems to work.

22 Replies 13,464 Views

It's not switching gears exactly. It's more like good techno. Things start out simple and grow more complicated by adding new layers. You don't stop the RPG, but new TBS elements are added. In the beginning they are not there so much as we only have one city and not much is happening there. That is why there should be alot going on with heroes. It adds something unique to the game. It is also nice to set the story development for your starting units. Now, this is my hope for the g

69 Replies 24,539 Views

This is what I have done so far on my next balance test: Conclave Level 2-5: +3 Research, +1 Essence, +25% Research, +10% Research in all cities Archivist: +50% Research Oracle: +100% Mana Scroll Scribe: +20 Spell Resistance Crystal Vault: -50% Crystal Cost For Trained Units Academy: +5 Research Tower Of The Magi: +3 Levels to Summons Pyre of Anniellum: +1 Fire Power, +1 Fire Attack, +20% Fire Resistance He

26 Replies 19,068 Views

[quote who="darkehound" reply="26" id="3210309"]We are driving rapidly towards the point where either this game is going to get released AS is or dropped.[/quote] Incorrect. The game has not a release date. A beta 6 is going to happen if there are still bugs to fix. If you are having bugs I sympathize with you. But from my perspective ever since WoM this has been a very reliable game. In Beta 4 save integrity is an issue. That is a new problem for me caused by new featu

117 Replies 239,577 Views

I like having an RPG game to start things off. We just need that part of things to be better balanced. The early game pace is mostly slow because Sovs cannot progress at a reasonable speed. Giving techs would take away the RPG element and send things straight into the grand strategy elements. I don't think that is the intended design.

69 Replies 24,539 Views

To add to the discussion, does anyone else find it bad balance that there are so many heroes that are far superior to Sovs? I am fine with seeing level 9 heroes out there, but my Sov at level 9 is often times much weaker. Sovs should be more powerful and losing them in battle should hurt more. Some of them are way too weak. To me, it is a problem with path balance. Assassins take too long to be competitive. Those special Sov traits are in no way balanced. Starting Sovs are too often unable to

69 Replies 24,539 Views

Good to know. I thought you were in based on how relevant your idea is. Each shard now gives +1 mana at the start. They can be upgraded as the game goes on to do +2, 3, 4 mana. I was thinking that in this case it would be a cost-benefit balance between magical power and mana generation. That is something we need more of on the strategic level. It's that sort of thing that connects the strategic to the tactical battles.

22 Replies 19,407 Views