Nathikal

Nathikal

Joined Member # 3380260
29 Posts 172 Replies 489 Reputation

Unit starts at 2nd level Veteran, Skilled, Boot Camp, Survivor , Weathered, Grizzled Increases the crit chance all units in this units army Keen Sight, Widowmaker , Specialist , Efficient, Training Regimen, Swordmaster, Fervour Faction Abilities: Halves the metal and labor cost of armor and weapons

140 Replies 245,379 Views

...er, aren't bandits useful only in the extremely early stages of the game? Will they be somehow buffed so that this trait will be worthwhile for a long period, or will it merely be something that is good until turn, say, 50? Either way, congratulations.

44 Replies 42,947 Views

The only thing that I am really leery about is how it seems we're going back to the cliche of big-thing-is-bad in regards to the Elemental Lords. It seems to me that if our only option is to fight and kill Abeix (or fight and die, whichever) then it'll be taking an utterly fabulous and fairly pretty concept and turning it into a basic boss fight. I think that Abeix deserves to be more than just a creature with phat purples. Perhaps he would be a viable mini-faction: he has his on

81 Replies 259,080 Views

I believe that they were planning to add faction specific tech trees, ala Twilight of the Arnor, in the future. Whether the future is near or far remains to be seen though.

1 Replies 2,039 Views
Reply to v1.1 Comments in WOM Ideas

I know about the multiplying buildings - the market, granary, etc. I'm more interested in things that let us change how a city works, based on what's near it. So by being near, say, a gold mine, I can build a mint. A logical progression from having a resource to implementing it. Having a mint, then, would increase trade revenue in my cities. Perhaps having horses as a resource would let me utilize a Jousting Course, giving my mounted units the ability to initiate a Charge attack

4 Replies 6,861 Views
Reply to v1.1 Comments in WOM Ideas

I found a few. Only a few. I feel that there could be more. My focus was in the magic/adventure/warfare trees, though, so I could have easily missed something.

4 Replies 6,861 Views

Like the new setup. Spells are mildly enjoyable now. A major step up from the past incarnations. Global mana makes things interesting and keeps spellcasting a broad and powerful thing. Cities still feel too similar. For example, in one of my cities now, I have an air shard. Aside from that one structure, my city is the same as any other. It would be really nice is there were various buildings that could only be built when ohters have been prepared. So this air shrin

4 Replies 6,861 Views

I've been waiting so patiently for this, and you guys put it out the day I'm studying for finals. This is so unfair ;_; Will try to put aside the devil's math (calculus) and play a bit later on. Read through all of the changes, and I can honestly say that I am really excited by what you guys have done. Immensely impressed with Stardock as a company, even given the little hiccup earlier on, and quite glad you did not decide to abandon it. I look forward to many more yea

126 Replies 360,145 Views

I may have misread the opening post, so forgive me if I take it in the wrong way. I absolutely love the CONCEPT of cities that grow and expand. I used to play WoW and Everquest 2 and LotRO, and one of the biggest loves I had for those games was being able to walk into an absolutely massive city and think, "Wow. Yeah, I can believe that this is where things happen." Now, don't get me wrong - I really like how cities grow and take up more land, and I never much cared for how it w

134 Replies 426,435 Views

[quote who="Black-Knight" reply="24" id="2809301"] Anyway I don't feel these arguments are very strong, for several reasons. First of all teleport would probably be an advanced spell, one that you will end up casting regularly only in larger maps, but since I personally only play huge maps it definitely ends up being something that affects all my games a lot, and the games of people like me who are more interested in the epic aspect of the game, rather than in a quicker magic duel.

31 Replies 36,641 Views

I did this twice, actually. Both times I went back and revised it...and I think that the best, safest thing for me to say is this... After 1.1, it'll be different. And come 1.1, it'll be judged, and from there, uninstalled or played. So once 1.1 comes out, I expect this thread to have gained a TON of new feedback. Awesome idea, I look forward to posting my own commentary in the near future.

21 Replies 18,209 Views

And I frequently DO use scouts. I respond to your sarcasm thusly. Ever set traps, Black Knight? Again, I maintain the following... Universal mana makes teleportation a weakening factor and something that cannot be abused. Armies need to still fight. It's a gamble - you teleport and lose the army, you are going to either lose your hero (if he was part of the army, or killed separately for not being far enough away) or blow another X mana to ge

31 Replies 36,641 Views

You take a risk every time you enter enemy territory that they'll have some huge army ready to pounce on you. I've set numerous traps for the AI in numerous games by simply being a clever player, hiding troops where they are least likely to be seen and then striking. Take into account, also, that there is going to be a universal mana pool. Heroes who teleport weaken the casting abilities of ALL your magic-users. Even if you have a hundred casters, it would be immensely counter product

31 Replies 36,641 Views

1. Redone stacks. I throw a fireball at my target. It deals 20 damage, killing one soldier. There are 11 soldiers left who miraculously didn't feel the effects of my fireball. In fact, my exploding sphere of fiery death may have damaged them all, but it was only enough to TOUCH one of them. So I decide to use a lightning storm. It deals 20 damage again to all enemies it hits. In each stack, one soldier has taken it upon himself to defend the others, thus I only actually hurt one soldi

33 Replies 19,410 Views

They're going with an 'initiative' sort of setup, from what I read somewhere. Fastest units go first, slowest last, etc. So it's an improvement, especially since the fast armies are the ones who aren't the strongest, and it gives a reason to make units speedy over strong.

2 Replies 4,395 Views

Honestly, if you hate teleport so much, make rules in your games, personally remove the spell in your games, or something to that effect. But really, you are blowing everything out or proportion. Take a few things into account. Casters who can teleport go with the army. Thus, if I do send an army somewhere via teleport, then that champion is with them. Given that archery can turn any caster into a pincushion, it's a vast risk to teleport an army on top of an e

31 Replies 36,641 Views

Welcome, I suppose, to this neck of the woods. Not sure if 'welcome' counts, since you've been around this whole time...but, the point is made nonetheless.

133 Replies 383,794 Views

Oh, I'm aware of the current parties in the game. But they really don't do anything. And there's the 'rare' part, too. I don't want them to be common, but more uncommon. Not rare. They should be more than just a group of heroes. They should actually have an effect on gameplay. If parties of adventurers frequently unleash demons and the like, we ought have the ability to see them do it. Maybe a dungeon pops up, they visit it, and then they warn you about it. Or they die in the process

4 Replies 6,595 Views

So, I know that among the many things this game was advertised as having waaaaaaay back when (before the first beta, perhaps?) was random parties of adventurers who did various things. At the moment, we know there are adventurers (or, at least, the computer says that there are) but we've yet to really see them. There are no groups of heroes wandering the map, exploring the many dungeons that we unlock...things of that nature. It's kinda disappointing, actually, that in such a wide, op

4 Replies 6,595 Views

If we can have more toys than just swords, axes, and hammers, I'd be a happy clam. Spearmen have been vital to medieval military for a long time, if only for their greater benefit against cavalry and the fact that range is a good thing. A common mechanic for spears and longer weapons in general is the 'first strike' factor - that is, whenever that unit is attacked, it gets the first strike. Most spearmen also get some benefit against cavalry. Regardless - more equipment is mor

17 Replies 61,435 Views

I like the idea of quivers being an equipped/manufactured item. Would also like to see archers possibly getting additional options, such as flaming arrows, poison arrows, and diseased arrows. Since people are raging about archery being OP, then let's make shields useful again - units with a shield either have a flat damage resistance from arrows, or a percent chance (perhaps based on their defense or the shield in general) to take zero damage from one arrow. That is, if I have a unit

35 Replies 22,748 Views

I'm of the mind that this matter could be solved easily if cultures themselves were different. It is harder to do with humanoids than it is with spaceships for obvious reasons, but anything is better than nothing. At the same time, I'm one of those weirdos who actually creates military branches and divisions for his forces, such as an order of elite scouts, knights who safeguard royalty, knights who defend the land, etc. Some things that come to mind are the Starstriders, the Blackgua

6 Replies 6,624 Views