DsRaider

DsRaider

Joined Member # 3393970
143 Posts 2,032 Replies 25,104 Reputation

[quote]4. If not remove spells which enchant cities for building enchanted units, then restrict these bonuses to 1/2 per essense, so that in a city with 1-2 essense units are enchanted with +1 bonuses to fire damage, initiative and armor, and in cities with 3 and more essense bonus should be +2.[/quote] I think they need to just make it a static number not tied to essence. [quote]Crossbows seem obsolete. Why they are weaker than bows? It's nonsense. They should be slow but

1 Replies 2,303 Views

[quote who="sweatyboatman" reply="2" id="3347379"]There's no need for a new mechanic in the game, especially something so weird, when all that is required is balance. Weapon damage needs a nerf, HP needs a buff (especially champs). If you did that charge/cleave wouldn't wipe out the entire opposition and would leave your units right in the teeth of the enemy's swarm which is exactly the tradeoff charge is supposed to present.[/quote] True a lot of abilities could be balanc

7 Replies 12,177 Views

[quote who="thadianaphena" reply="4" id="3347395"]I suppose I will cut-paste a bunch of units from the CoreUnits, and go from there.[/quote] Do the 4 generic units, shopkeeper, lorekeeper, and the militia that way. However if you have the generic units you can just play through and make the units in game then copy and paste them into one file. In order to save yourself a lot of work use an existing modeltype like the KingdomMale&

18 Replies 14,700 Views

I'm not sure if this is your problem but unless you create generic sovereign units for your race with the new blood trait the blood trait won't show up in the creation screen because it is showing a sovereign from Altair. Edit: abob101 beat me to it...

18 Replies 14,700 Views

Diplomacy 1. When the AI contacts you for any reason, like boasting about research, you should have the option to go to the diplomacy menu and trade with them. Getting messages you can't reply to and can only exit is annoying. 2. You should be able to easily switch between the Diplomacy screen and the Foreign Relations screen.

104 Replies 414,304 Views

One of the biggest reasons tactical combat goes so fast and initiative is so important is the advantage in unleashing all your special abilities first. The ability to use all you abilities at once on the first turn is a problem because it can be easily abused. Think of berserking or rushing all your units all at once to cross the map and rip apart enemy formations. My solution is to add a tactical resource called Adrenaline. Similar to Mana all your units would share one pool of Adren

7 Replies 12,177 Views

I think your being unreasonable. I have no trouble grabbing 1-2 expansions on even the most crowded map. If you don't want to deal with the AI then play on very uncrowded maps. Also if you don't interact with the AI of course they won't like you. Build a few troops so your military rating isn't low, frequently the AI is offering me gold because I'm tougher then them. Also offer stronger AIs gold and research, and make treaties and then only the most warlike factions like Y

63 Replies 141,240 Views

I have been working on updating this for LH as I wait for the next patch. I got the Hashaini working but don't plan on releasing anything as the unit system could change at anytime. Also I'm not sure what is happening with Capitar and Umber. Depending on what they do with them I might not recreate them in this mod. If they stay as is then I will be because I don't like them as currently implemented, but that could easily change. So anyway what I have been working on is finishing o

72 Replies 310,705 Views

I like playing on harder difficulties but lately I find myself sticking to challenging. This is because if I move up to hard I start seeing the AI units getting a bunch of really random free traits. It's not the harder game play aspect that bugs me it's how it ruins immersion. Why am I designing units if the AI doesn't play by the same rules and can just throw any traits it wants on its units. I know all cheating is somewhat like this but this example is really really glaring and

1 Replies 4,759 Views

[quote who="parrottmath" reply="11" id="3345806"]It's not necessarily making it AI friendly, as their isn't a good solution to the how to use the boats problem. Loading troops into boats is tedious, and having the units magically turn into boats seems funny. The boats with the AI is not really the problem, it's more on how to implement the passage with boats, and so far the devs don't like the options that are currently available.[/quote] True it's not all about th

21 Replies 93,428 Views

The problem with the Spell of Making isn't how early or late it is. The problem is that it is completely uncompetitive and done in isolation. You don't have to interact with other players at all. Unlike conquest you don't actually have to interact or compete with other players, except as a race to do it first. I would suggest adding a new rule to the Spell of Making. This new rule would be that the caster has to have more Mana then any other player. The spell would be canc

27 Replies 23,439 Views

[quote who="Brenil" reply="8" id="3345785"]I've heard that explanation before as well. I'm not buying it. Here's the simple solution to that problem: make armies automatically turn into boats once they transport onto water (after losing a turn), just like in Civilization. No need for the cumbersome method of loading and unloading troops, just turn them into boats once they move onto water. And just like in Civ, you have warships that can intercept these transports and

21 Replies 93,428 Views

I always thought the best answer to giving player controlled monsters scaling defense would be a serious of upgradeable items. Thus instead of armor they would get a belt or mark that is unlocked by the same tech and acts like armor without the visual component. It would only be useable by monsters and would keep them relevant all game.

28 Replies 91,101 Views

Those of you who like tough monsters don't understand that having monsters not completely destroy cities would allow us to have much tougher monsters, especially close to your start. There used to be rather tough monsters near your capital sometimes but over time they got neutered to their current state because having the AI set them loose to destroy you capital was game over. Playing on maps with lots of players means you don't see many truly tough monsters anymore. Having a tough mo

132 Replies 432,016 Views

This is a good thread. I will just add that real meaningful alliances between AIs would work towards the same results as having AIs be better at fighting each other. They don't really form lasting relationships. Part of the problem is that the tech for Alliances is so late. I think in general AIs need to go for sweet and short wars, and really avoid prolonged ones.

20 Replies 74,106 Views

I agree with the OP. Right now the game is all about getting powerful first strikes in. It's not all about the damage though. It's tons of little things that have made it so. Like starting closer, and starting with troops. The new initiative system has also allowed players to super buff damage easily using traits, and we have all this nice new abilities that allows us to cross the map in 1 turn like rush and berserk, or hit multiple people like cleave. This also increase the speed of

41 Replies 41,677 Views