halmal242

halmal242

Joined Member # 3198180
87 Posts 674 Replies 855 Reputation

Alright here is the basic idea not sure if it works or not but here it is; [code="xml"] Unit_Level Hit and Run Allows the unit to use the Hit and Run ability, allows a normal attack and then moves your character back one square.</Description&

25 Replies 13,458 Views

So what I am seeing over and over again is that the bonuses given for initial training override levels and experience for troops thereby negating the levels gained by experience gained either by troops or heroes until heroes reach a critical mass point depending on their specific class. Each class has a different point where they become more powerful than troops, some do it faster, summoners, whereas some take much longer defender/assassin. Does this pretty much sum the

238 Replies 1,048,478 Views

Alright this is something I have been pondering overnight and here are my thoughts on it. There are two main questions concerning trained versus heroes as far as I can tell. What makes a hero heroic, or put differently, what makes it different from a trained unit? Secondly, If a unit of trained troops count as a single entity then shouldn't the xp reduction for trained troops reflect that there are three units within such that instead of 50% of total xp shoul

238 Replies 1,048,478 Views

Just give the catapult a specific trait, and then make that trait the prereq for the spell you have designed.

31 Replies 46,681 Views

Alright if stats were re-implemented what bonuses would you assign to the; here is my list, Str Weight Capactity 30 + 10*(Str-10) Attack Damage Bonus (Str-10) Dex Dodge Bonus (Dex-10) Prone Resistance (Dex-10)*5% Con Hp Bonus per Level (Con-10) Poison Resistance (Con-10)*5% Int Spellpower Bonus (Int-10)*5 Magic Damage Bonus (Int-10)*5 Cha City Growth Bonus (Cha-10) Diplo

2 Replies 8,505 Views

That is what I was thinking, having a mixed system just leads to the problem of hardship for those that aren't in the non-split group and then you get meta gaming to overcome the problem. Just make a flat xp split and then increase xp across the board slightly to compensate for increased xp split and then done.

238 Replies 1,048,478 Views

I know there are those that don't like the new armor proficiencies and it makes sense for the argument that the armor prof should just reduce any negatives associated with wearing heavy armors. However there is another way to look at these armor profs, and that is as a way to allow for greater depth of gameplay. By having the different armor profs it allows you to define what type of armor your troops wear and then when the game is released or maybe before modders can create a

0 Replies 5,716 Views

I almost wonder whether or not it would make more sense to implement the XP split for troops as well, ducks for cover. This would mean you then can't game the system no matter if you are running heroes or henchmen.

238 Replies 1,048,478 Views

Why not just change it from Bandit Lord to Mercenary Lord then you can just convert any bandit captured to a merc and have a summon merc spell that costs gold just like the letter of writ that already exists. If you are a merc lord the mercs you get from the camps cost a reduced upkeep.

8 Replies 55,919 Views

What about a dynamic xp slider such that when you have more than one person in a group the base xp is increased by 1.X amount such that when there are two people the base is increased by 20% so the final xp split is 60% instead of 50%. For three people it would 1.3 times and a base of 43% instead of 33% and so on and so forth. This would cushion the xp split but not make it overpowered to stack of doom things.

238 Replies 1,048,478 Views

Simplest fix to this is just remove the xp split just for the Sovereign and leave it for champions so that you can have your Sovereign and a single champion without penalty but beyond that you start getting the penalty. Works pretty well when I use it without becoming the overpowered stack of doom.

238 Replies 1,048,478 Views

Alright been a while since I posted a question in the modding section but you guys might know if this will work before I try to work on this. Is it possible to create a new equipment slot type such as what already exists? An example is like the Torso or Surcoat ? I would like to make a belt, a right ring, a left ring, a necklace, and an accessory slot that is accessible through the armor upgrade section. I

1 Replies 2,638 Views

This combined with a general set of traits, stat increases, would allow for a balanced approach to units along with removing stat increase from the other trees and moved to general tree. Each summon would auto unlock a spell for each sphere you have of the appropriate level.

1 Replies 4,187 Views

I have been pondering this for a long while now how to enhance the mage tree as it seems to me to not be very magical. While I was thinking I came up with a potential idea. The general gist is make a trait line that gives a magic research bonus which replaces the spell mastery line and unlocks 4 spells per tier with 4 tiers. Each spell tier would allow for the self caster to upgrade a magic trait while casting the spell would cost you gold and mana. To make this a no

1 Replies 4,187 Views