seanw3

seanw3

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

I run a middle of the road PC and play large pretty well. The endgame is slow, so maybe medium is the place to optimize for the general public. That said, large and medium are not that different in size. Perhaps choosing the middle option would translate better for everyone. If you optimize for small, large is left out in the cold afterall.

70 Replies 39,128 Views

I think one thing that might help the game is an easier easy setting. People may have forgotten, but the meaning of easy is to play with ease. Monsters should not be able to roam at this setting. It would solve so many problems for new players. New being relative, as some of use have been playing for two years already. I played a game in my sleep last night and apparently was narrating it to my bedfellow. [e digicons];)[/e]

34 Replies 21,574 Views

I would bet that the devs are still testing the outpost game mechanic. They probably want outposts to allow a very small army to be able to hold a choke point more effectively. Perhaps outposts will get natural defenders at some point and less drastic bonuses. I think +3 to attack is better than +25%. It scales way too high in the late game.

21 Replies 14,425 Views

It would make more sense to have bows do less damage overall and have some ability to ignore armor. As long as they are doing 2-4 damage things can be balanced. If enemy units are not wearing armor until after I get bows, that is bad AI. There needs to be a use for bows, but also a solid counter. Mounted units are the natural counter so far, but you never see the AI use them. If I am Tarth, I can't hit a damn thing when the enemy uses Belt of Precognition and a Horse. The AI should learn

14 Replies 8,670 Views

The beta forums are all about s telling the devs what is wrong with the game. That is inherently negative. Of course, if you look back at the beta 2 and beta 3 feedback threads, the difference is monumental. Even the harshest critics now have a list of things they love about the game. That is a huge improvement. If you look at all the quality polls from the beginning, wow. Things are looking great! But if I haven't said so, thanks Stardock for making the best 4x game of

14 Replies 64,117 Views

Thanks. I learned that at some point during video 5 I think. Been reading more code than playing now. There are alot of bugs in the improvements file. [e digicons]:omg:[/e]

61 Replies 45,299 Views

This is why I think monsters should be tied to smaller sets of wildlands. In that case they could generally stay in their marked territory and defend it from human and fallen expansion. Larger, more dangerous wildlands could send out raiding units, but then we could send a warning to all players that they are coming.

31 Replies 96,615 Views

I am keeping alot of my quests under wraps for now, but another cool modding breakthrough came from the Altar. You can have an item that starts a quest. Common knowledge, but did you realize you can specify which quest you want to start? This means quests can link together to form larger stories. In Tales of the Slayer, I at one point give the player a library of books to read. Some of those books start quests. One book starts a quest that continues the story. As long as each quest gives the

2 Replies 9,500 Views

So if the monster is not seeing us as different, perhaps the AI is simply not seen at all? If the monster never saw the city next to him and then suddenly noticed it when it was taken over, that could explain the behavior. Perhaps we should look at the same situation when an AI takes over an AI city with a dangerous monster nearby. If the monster still attacks after the capture, that is a good sign. It would then either be blindness or the fact that a damaged army is weak and easy to kill. If

31 Replies 96,615 Views

Improvements can now upgrade to two different things depending on a prereq. I noticed that Command Post upgrades to War College and Warrior Temple. The way it chooses which next option is possible is with a prereq. That means for me specifically that Ivory Towers can have a Dungeon do this: Level 1 Dungeon Level 2 Upgrades Dungeon to Conjurer's Circle or Beast Den Level 3 Upgrades Conjurer's Circle to Necromancer's Circle or Demonic Circle; U

2 Replies 9,500 Views

In don't see a problem. Derek asked Frogboy to program the AI to buy lots of items and it is doing that. 18 items worth of armor should make him nigh invincible. [e digicons]:grin:[/e]

7 Replies 39,714 Views

If Warden could make it so that no monsters came within the vicinity of its control, that would pretty much fix everything. Currently Wardens, built at an outpost, seem to politely dissuade monsters. The mechanic needs to provide security from monsters. Why else would I build it? Make it more expensive to build if that is needed, but don't let a monster sit next to my outpost for 50+ turns, waiting for the random value to roll in favor of killing my outpost. If you watch my let's play

31 Replies 96,615 Views

The wildlands function is a great idea, but it is not a balanced idea. The late game has yet to see any balance and wildlands is just one part of it. For me at least, reaching the point when wildlands are a feasible thing to conquer, I no longer need to. The bosses are so strong, if you can defeat them, you can generally defeat anything. So why not just go after your enemies? I am much more in favor of making wildlands easier to beat for the most part. To do that, we should limi

22 Replies 24,885 Views

I will continue to monitor the AI, but let me assure you that the Monster AI is in many cases ignoring the Faction AI. There are several threads from beta 4 highlighting this issue.

31 Replies 96,615 Views

Interesting thread. It is hard for me to think the way a new player does. It's like you look at a watch and know what time it is, whereas I look at a watch and visualize every machination within. For instance, did you know that Outposts are stackable? You can get +100% attack and defense if you set it up just right. I must say I don't like the limits to outposts. There are too many situations where an outpost loses a resource, breaking the logic behind limiting based on that. Upgrades

21 Replies 14,425 Views

Now that shards upgrade to better shards, it would be good to include that in the idea. What level would a shard have to be at to switch it over? It's not my idea, but I think it could make an excellent mod.

22 Replies 19,408 Views