joeball123

joeball123

Joined Member # 3255849
8 Posts 535 Replies 476 Reputation

Since you mentioned that you were considering replacing Governor with something else, would you consider adding a second magic-specialized class? Warriors, Defenders, and Assassins are all essentially mundane combat classes, the Governor is a mundane non-combat class, and in Fallen Enchantress Warrior and Defender cover the role of an army leader fairly well, while Mages are the only class specifically for magic users. Mages are 'efficient' spellcasters - their spells cost less to cas

74 Replies 255,580 Views

Relias and a couple of the other champions have access to spells that do damage based on their level. Going from level 11 to level 16 is effectively a 50% increase in their ability to deal damage, as long as you have enough mana stockpiled to allow for a battle or two with active spellcasters (which you might not always have). Also, while there are up to six (seven with Path of the Mage) experience-increasing traits taking away from your more useful skills, these more useful skills don't

4 Replies 10,062 Views

Unfortunately, this feature is not relaxed for the campaign. As a result, I recommend that you take as many experience-gain increasing attributes (especially the Trainer line) on as many of your champions as possible. Otherwise, as you have noticed, your champions will not develop at anything other than a snail's pace unless you are extremely lucky and loot lots of experience books.

4 Replies 10,062 Views

I believe they affect the color of the faction clothing, and some of the faction buildings. Try setting it to ridiculous colors like bright green and bright orange, start the game, and see what the clothing on trained units looks like (easiest in the design screen, where you can switch between different clothing items to see what each color affected). Also, if you do that, I really do recommend using colors that contrast strongly and aren't the more common browns and tans that mos

3 Replies 5,546 Views

You seem to be asking when an outpost is incorporated within a city's walls, becoming part of that city and not something you can select separately. If that is what you are asking, then it should become incorporated when there is a completed city structure adjacent to the outpost. Same applies to world resources like shards. I personally would not recommend having outposts close enough to cities that you can incorporate them into the settlement, unless you needed it to grab an extra piece

2 Replies 7,967 Views

1. No, there is no treaty for "stay off my land or I'll go to war with you." You can either tell them to get out every time they enter your territory (by speaking to them in the diplomatic dialogue window), or you can ignore it. Or you can do what I usually do, and go into a permanent state of war with several of your neighbors and ... remove ... the trespassers. 2. The option to raze a city is not supposed to be available to players until you've occupied a city for five or mo

3 Replies 6,926 Views

First off, I think that the various enchanted weapons should require that you be able to produce the mundane version of the same weapon before you can produce the magical version, and I think the magical version should require metal and crystal. I might also include enchanted versions of each level of armor, available when both the Warfare tech unlocking the armor and the Magic tech unlocking magic armor have been researched, which have crystal costs in addition to the resource costs of the m

15 Replies 23,473 Views

[quote who="athelasloraiel" reply="3" id="3326838"]but I can buy water wind and fire. which of these would one upgrade mostly[/quote] That depends on what you want to do. Damage? Fire magic is generally the best, and has a powerful bonus for trained units which is available as soon as you get the spellbook. Buff spells? Air magic has several good blessings, most notably Haste (which is easy on the mana supply). Curses? Water has Slow, Chaos, and Pandemonium, which are all d

4 Replies 5,523 Views

If Altar or a custom faction with the Wanderlust trait is present in your game, and they have researched the requisite techs that allow them to purchase quest maps, I believe that you can purchase quest maps from their shop. I am not, however, sure of this, and determining what the AI has or has not researched can occasionally be problematic.

7 Replies 8,268 Views

A Magic/Civics strategy always requires a lot of crystal, and crystal production upgrades don't come hand-in-hand with regular production upgrades unless you happen to have lots of cities with lots of essence. Moreover, crystal production is only half what metal production is for an equivalent research investment, and crystal costs for equipment aren't any less than the metal costs for Warfare equivalents. Beyond that, there is a wonder for metal production which is sufficient by itse

15 Replies 23,473 Views

[quote who="carn112004" reply="3" id="3326041"]The magic tree lacks (early) armor, armorer and barracks. Therefore one cannot go one sided into magic.[/quote] Actually, I'd say that the magic tree grants about the same armor benefits early on as research in the Warfare tree. The Monk's Robe might not be the best from a pure armor perspective, but if you are willing to train troops whose defense is based around dodging attacks, it can be at least as good as leather armor. The d

15 Replies 23,473 Views

I would not go so far as to call it "retarded". However, I think the feeling that the weapons in the magic tree are generally significantly better than the weapons in the warfare tree is not uncommon on the forums. Just remember, though, that all the magic weapons cost a fair amount of crystal to field, whereas the weapons in the warfare tree require metal, and in my experience you're more likely to have lots of metal than lots of crystal (though this varies from game to game and depends

15 Replies 23,473 Views

Advice for the rest of the campaign? Sure, but the last time I played it was in version 1.0, so there may have been some balance changes since then. Also note that several of these are spoilers (the ones I consider to be significant spoilers, I will black out as above - highlight them if you want to read them). 1. Money, resources, and research carry over from one scenario to the next. 2. Most of the time, heroes and their equipment carry over from one scenario to

15 Replies 20,506 Views

[quote who="Azunai_" reply="3" id="3323580"]so i'd say overall they seem to be useful enough[/quote] Maybe, but only if you don't already have a few champions you hired at lower levels, or don't have the ability to hire henchmen. The high-level heroes generally cost 1000+ gold each, and all they bring is some equipment and maybe a unique trait. Once I have two or three champions, I have all the heroes I'll need for the game unless I really want a governor in each city,

14 Replies 21,124 Views

First, try and see if -10 works. I suspect that, assuming you can have negative values for this modifier, this money loss will be affected by the AI tax rate, since it will be applied to city income. Next, for a one-time bonus per spell cast, you might be able to use the code from Alchemy, or you might be able to set a negative resource cost (e.g., casting the spell "costs" -10 gold). I don't know if spell costs can be negative, though, and I don't k

1 Replies 1,566 Views

[quote]Hardened Amethyst Vault[/quote] Why not name it after some other gemstone, instead of calling it a'hardened amethyst vault' - after all, amethysts are not particularly soft, and a 'hardened' vault sounds like a bunker to hide in during an attack. Perhaps Sapphire, Diamond, Emerald, or Ruby Vault would be better, as the name fairly clearly indicates that it is better (since sapphires, diamonds, emeralds, and rubies are currently more valued than amethysts), while

23 Replies 9,149 Views

Couldn't you also have the trait provide a special resource (similar to how Attuned provides mana) and have the construction of the building require some amount of this resource? If you also made this resource not accumulate, you could then require that a player have several units with this trait, or several traits that grant this resource, before they could build this structure.

4 Replies 3,423 Views

[quote who="DsRaider" reply="6" id="3314021"]Also if you disable quest victory I think it should just stop the pit from spawning. It kinda takes up a lot of space, especially on small maps. [/quote] Preventing the Pit of Lost Voices from spawning if the Quest Victory is disabled would be fine with me, since in its current state it only really does anything if the Quest Victory is enabled, unless you count wasting map real-estate. I also wouldn't mind changing the Pit of Lost Voice

12 Replies 23,609 Views

Judging from the way bandits use throwing knives, while they do prioritize using that attack over using normal melee attacks, changing bows to a special attack weapon and giving it a cooldown would cause the AI to have their units continually close the range, which negates the advantage they should be getting from using a bow in the first place. I suspect that you could instead include an initiative penalty on the bow, or cause the use of the bow to cost an extra turn, and that would allow th

20 Replies 15,465 Views

[quote]You could also make the spell not require the towers except for the forge, move them to different magic techs, and and make them wonders. That way instead of just taking up time and delaying an automatic win the towers would be late game boosts to Mana production players would be rushing to build them before the others to secure the most mana. Thus adding an additional layer of strategy.[/quote] I like the idea of changing the Towers of the Padars/Witch/Sword/Something Else int

12 Replies 23,609 Views

[quote who="Kongdej" reply="7" id="3313900"]Whats this "WAD" thing,[/quote] I believe it stands for 'Working As Designed'. Not positive, but it makes sense in this context. As far as the knife usage goes, you might need to check the Skills menu, not just the skill and spell bar (button that says 'skills', located beneath the skill and spell bar and next to the button that says 'spells'). [quote who="onomastikon" reply="3" id="3313

20 Replies 15,465 Views

You could create a spell that applied an effect that was completely opposed to the negative effect that you're trying to overwrite, and then require that the status effect from whatever spell you are trying to undo is active on your unit at the time of casting (I have no idea if it is possible to check for this, but if it is, this will work). You would need to do some experimentation to see how, exactly, these things would stack (for instance, with an Unblind spell, whether you&#3

3 Replies 4,101 Views

You can use the "HasWages" to enable or disable wages on Knights of Asok ( 0 makes a unit have no wages, while 1 allows the unit to collect wages, assuming I've understood the XML correctly). Alternatively, you can use X to set unit upkeep to X (again, I think - I'm not positive since I don't usually do this kind of thing). I'm not positive that what I sai

11 Replies 6,076 Views

Last time I tried it, Corruption did work on shards which had been improved. It destroyed the altar, but also turned the shard into a Death Shard, and worked regardless of whether the shard was inside of a city or outside of it. This might have been changed since I don't think I've used Corruption since 1.0, but I don't recall seeing anything in the patch notes about it.

6 Replies 9,381 Views

[quote who="Frogboy" reply="11" id="3306534"]In the upcoming expansion, the "Faction prestige" thing is going away. Instead, city growth will depend entirely on available food and unrest. The more cities you have, the more unrest you get.[/quote] Might I suggest that instead of completely scrapping Faction Prestige, you turn it into a special resource that you gain from doing great and wonderful things (building what wonders there are in the game, completing Epic and maybe Deadly ques

40 Replies 111,961 Views