Am I misreading something here? [quote]Reduced the Minimum turns to Construct or Train from 3 to 1[/quote] This reads to me like there was a 3 turn minimum in the previous version which has now been removed, but everyone in this thread is acting like a 3 turn minimum just got added.
Lavitage
picked 3/3/2 of the given choices, but 3/4/1 is better than any of them
[quote who="Nehanski" reply="57" id="3220556"]To be honest, monsters should strengthened even without applying tweaks to attack. The early game mobs like bear cubs, rocklings or mites are laughable. What's the point of having a creature that can be beaten by a fresh new level one hero without any scratches? Monsters, even - or especially - early ones, should not be a walk in park AND they should be much more aggressive. If every fight meant serious trouble for novice heroes
Right after Derek got hired by Stardock I asked him if he'd talk a whole bunch like he did on civfanatics when he was making FfH. He was like "no, I'm gonna be too busy to do that." So yeah.
[quote]Conquest-minded players can use the revive/desecrate spells to swing combat in their favor. Raising and lowering lands can also affect combat, as hills give a defensive bonus for auto-resolving.[/quote] In 1.19 you can't aim revive/desecrate at enemy-owned territory anymore. So now, that strategy doesn't wo
I stopped playing right when Derek Paxton got hired. What big changes have been made since then? I know the spellbook was overhauled big time and the stats do different things now, but other than that, nothing. Is there still a huge amount of random variance when it comes to dealing damage? Is there still that bug where a single survivor of a beat up unit group is ridiculously strong? Are city bonuses still weak as fuck? These are the three things that really rustled my jimmie
Are you going to be as active in discussing design choices, balance and such on the forums as you were in the early and mid stages of FfH?
Be careful with #6. I don't want a situation where cities could take ages to get productive as a result of things like culture choke + building destruction + revolt time all adding up, and I REALLY don't want a situation where quickly reconquering a city after a surprise attack leaves it barren and crippled. Having no penalties at all isn't the best idea and some things like immediately getting control of all influence are silly but the developers should definitely err on the side of
During the pre-beta and beta parts there was some call from a loud minority for a truly random research system, but Stardock never said they'd be doing anything like that, no. [quote who="UmbralAngel" reply="29" id="2767294"]I think they should give you an option: Research a completely random technology for less research point cost Or choose a technology to get researched for a higher research point cost. An alternative way to do this that makes more s
If I don't respond to a specific section it means I agree with it, more or less. Well, there's plenty in your review to complain about. [quote quoting="post"]1.2.1 Too few number of spells: During sovereign selection, I was wondering why they were each controling all the elements of spell book. The reason why is because each element only have 6 spells ... SIX spells!? Master of magic had 40 spells per sphere for a total exceeding 200. What is the problem, you lack of imagination? Y
[quote who="Wizard1200" reply="1" id="2766768"]I think a melee hero is very powerful with version 1.07, because every unit of a group makes an attack roll and the result is compared to the defense roll of the hero. It is no problem to start with 15 Dexterity and 15 Strength. This makes the equipment of the hero more effective than the equipment of a group and the player needs only gildar to buy the equipment of the hero. The only problem is a lucky attack when the enemy has a high
What do midnight stones do?
By the way FfH2's AI is pretty decent for a TBS game, and certainly better than Elemental's. It doesn't match up to base Civ4's, no, but base Civ4's AI is pretty much god tier for the genre at this point, after 2 expansions and a series of huge patches to work on it.
[quote who="Soralin" reply="88" id="2739313"]I'm not sure that they do, a stack of units which hasn't lost any of their number, against a unit with higher defense than an individual unit of that stack seems like it still does quite a bit of missing and low damage. If it just summed the attack against someone's defense, then stacks would just tear through units if their combined attack was greater than a single unit's defense. And I can successfully poke away at a stack of units wi
Elemental has better empire building/management mechanics. FfH has better combat, both on the grunt troops and the magic ends of things, and more differentiation between civs and such. I think Elemental is good, FfH is better.
[quote who="vieuxchat" reply="77" id="2737222"] Quoting Lavitage, reply 76For the record, I really like how this current system doesn't use to-hit rolls except in very special cases where something can rig up a dodge modifier, since that fantasy game trope can add just as much frustrating randomness as the huge rolls we have right now. Problem is you can't roughly estimate how much damage you will do, or damage you will avoid. The variance is too huge, you can't say "I'll do about 4
Basing power heavily on intelligence isn't causing any problems by itself though. It's the messed up defense mechanics + the fact that you can roll as low as 0 that are ruining attack magic.
Problems: Direct damage magic is underpowered, but other kinds of magic are actually good. Spell schools are too similar in most ways, and too unbalanced in others (only fire/earth/death have badass summons for instance, and no drawbacks to compensate) It's too easy to get all the spell schools Mana comes back too slowly Solutions: Reduce or completely remove the random roll range on all attack spells, and stop making defense stack (a problem th
For the record, I really like how this current system doesn't use to-hit rolls except in very special cases where something can rig up a dodge modifier, since that fantasy game trope can add just as much frustrating randomness as the huge rolls we have right now.
Sample calculations: A troll has 60 attack, a group of observers has 10 HP each and are wearing armor that grants 9 defense Troll rolls 50 attack, observers have 10 HP and roll 8 defense 10+8=18 50/18 rounded up = 3 50/18 rounded down = 2 3*8 = 24 50-24 = 26 2*10 = 20 Highest number is 26, that's your damage Let's look at this battle intuitively. Guy gets 8 defense and he has 10 HP, so troll spends 18 out of 50 damage
(Last edit to this, I swear. I tried to do it at first with no conditional crap but I think it's impossible.) Here's how I imagine the "make each killed guy's armor count" method flowing in terms of calculations, in such a way that you don't have to reroll for each individual combatant. I tried to write it out with programming in mind, so it's "define 3 variables with constants, perform 1-operation arithmetic with variables a few times, then have a simple if/else comparison thing at t
Is squads of 4 a kingdom only thing? As empire I get 3 people per.
[quote who="Kardiophylax" reply="13" id="2732894"] Unless it's buried in the in-game manual somewhere. [/quote] e: It's in the PDF manual that comes with the game.
I have a new champion with the royalty ability. Apparently it should be granting extra prestige to my cities, but it doesn't seem to do anything. I have her parked in a city, but all my cities, even the one she's in, only have their base prestige + monument bonus when I click the prestige value. Bug, or something I'm doing wrong?
[quote who="LikeTheWhirlwind" reply="10" id="2732312"]Thank you for the feedback Shryke. We definitely understand where you're coming from, and normalizing magic damage across the board is high on our list of things to do. In the coming weeks we're going to be looking at separating the hit roll (enemy has a chance to resist) and the damage roll for spells and giving spells a damage range instead of simply a 0 - max damage roll. We realize it can be especially