Kadrasar

Kadrasar

Joined Member # 3465662
4 Posts 18 Replies 450 Reputation

[quote who="nrc_chicago" reply="10" id="2762191"]If you play on a large world, aren't you looking for "epic" scale? How does the ability to zip back and forth across the world in an instant add to the epic scale?..........For me, the teleport spell as is turns a large world into the same strategy as a small world, but with more micromanagement of resources. There aren't enough forced trade-offs in this game for my tastes. There are never any unavoidable set-backs and not enough consequences f

28 Replies 24,116 Views

Do you realise how powerful Imbue Spellcaster is for the Empire factions? Having 5-6 casters leveled to 10 essence early on is brutal, especially when you research demon spy and can summon one creature each, with the ability to do 10 dmg to all enemies. Thats an easy 60 dmg to all opponents on the field waay before the kingdom can get magic that good (the kingdom dont get demon spy at all). Teleport is good, i like that the 2 factions are different. Moping about over

28 Replies 24,116 Views

I think the downside to city sprawl is having units around to defend them all. Having to build the defense boosting buildings in each one does cost, and i think walls cost upkeep. atm the monster AI isn't aggressive enough to warrant worrying about this, but it will be, and i think that should solve this.

38 Replies 33,198 Views

Reliable damage on spells could be nice if it was implemented as an attribute. I see no reason for spell damage to work differently to weapon damage, it just needs rebalanced. That said, it would be cool to have a couple of good (say level 3-4) spells that do normal damage but randomise from, say (Int) to (Int-50%). Drawback could be in extra mana cost or short range or whatever, but they'd be useful when you really need to do just a few points of damage. Just an idea.

31 Replies 14,584 Views

This is just a quick(tm) look at sovereign traits and stats, what they do, and how useful they are in the current game. I'm probably going to overlook how some traits can be used, especially in niche strategies, so constructive feedback is appreciated. If you dont feel like reading the inevitable wall of text, skip ahead to the eyeball friendly section (disclaimer, actual friendliness may vary). Stats : The bread and butter...and jam...and syr

27 Replies 93,596 Views

you might have noticed that we had 2.0 actions before, and we have 3.0 actions now. At no point did he have 1.0 actions. The game is working correctly in this regard, dont worry. Also, i've created a workaround for these traits here

15 Replies 9,878 Views

I really wanted to use these traits, so i've been trawling through the xml code looking for the problem and guess what, there isnt one. Not in the xml. I tried creating a new trait to unlock research that gave a global bonus to hp/combat speed but that didn't work either. I'm guessing the problem lies in how global stat bonuses are applied. Ok so i dont know how to fix these traits but i've created a couple of comparable ones to use until stardock gets them fixed.&nb

4 Replies 6,529 Views

Powergamers are a wonderful tool for finding exploits in balance and coding that the rest of the gaming populace hasn't gotten around to yet :). Though this sort of feedback is much more useful when fine tuning an already well balanced game, it always helps imo.

4 Replies 5,572 Views

actions=(combat speed+1.0) therefor in your pic 2.7=(1.8+1) :P yeah, i think it rounds up in the book and down in combat lol. Suffice to say you add one to your combat speed to give your actions/round, so it is working as it should. Before patch 1.05 actions=combat speed, they changed it to up the pace, and to give melee a chance to get through the archer fire i believe :). Ps: just to clarify, move points ("moves" in the book) aren't used

9 Replies 8,099 Views

Just finished a battle involving lvl 1 champion, melee soldier and 2 archers on my side, thug on enemy side. After the battle my sovereign gains a level, even though she is on the other side of the known map. Champion also gained a level. Is this intended? Champion involved is not spouse but was the most recent to be imbued with essence. debug.err pasted here http://pastebin.ca/1926163

1 Replies 2,300 Views

Brad actually said in the patch notes that they increased the default actions in combat from 1.0 to 2.0. Does anyone read patch notes *insert sigh of despair* :P.

15 Replies 9,878 Views

A note on spellbooks, i found one in a quest from an "odd hut" (lvl 2 quest loc). Sends you to a village then a tomb and now i can research unthinkably powerful magic, woot. Only problem is i've only researched as far as level 6 lol, so no cool spells yet, but it looks like spellbooks from quests are in there already :).

47 Replies 122,690 Views

heh, i missed the part about him being immortal. I gotta read that novel. Perhaps if espionage becomes a reality an enemy faction could bribe/blackmail/coerce one of your kids to assassinate you. [e digicons]}:)[/e] @Tofi007 i like that idea, i'm sure stardock will be doing stuff with the spellbooks in future, it makes sense and they have the mechanics there already.

47 Replies 122,690 Views

well at least he's only got 119 of his 32601 hp, just send 12 Vigilant demon's to go zap him and he's gone. Unless of course you're a kingdom faction, then your screwed.

8 Replies 5,768 Views

Now that could be tested in practice, i'll check if i ever get a battle where i have archers on a hill with enemies at 8/9/10 range (not likely to happen lol, but i'll let you know if it does).

4 Replies 6,746 Views

Awesome ideas, I actually like the ideas about succession. It would give the game a much more immersive feel if your sovereign got old and died at some point and one of his kids had to lead. There could even be a civil war event if two heirs are particularly similar in there credence to rule, You take command of one faction and your rival (AI or newcomer human player in MP) the other. Obviously you'd have to disable this sort of thing if you want a balanced game, but it woul

47 Replies 122,690 Views

It always felt like this to me but i really couldnt say. Similarly though when my archers or casters try to fire through a hill, or when they are only halfway up the back of one, accuracy and damage seems way off. I think elevation may have some effect as my archers on hills have always done better. Then again, theres really no way to tell for sure is there :). Not without trawling through the game code to find out, and i'm not that tech savvy.

4 Replies 6,746 Views

I play almost all the battles tactically given i like melee and the autoresolve seems to have subpar tactics in this area. I've been losing both sound and particle effects intermittently for a while but i think i've got it figured out now (not had and bugs with it for over 300 turns). In short the problem is when i try to move faster than the combat system allows. If you try to give an order or select a unit when it is not currently possible to do so (when a unit is moving

2 Replies 3,911 Views

[quote]How to see 3 combat speed? Easy. Make a custom faction with Great Warriors trait, make some units, ENTER COMBAT, check their combat speed. On the main map only their base combat speed is shown. You don't see the effect of Great Warriors trait. It kicks in as soon as you enter combat though. Apparently it has effect on all your units including heroes as they too get +1 to their combat speed.[/quote] I think you may be confusing combat speed and actions. All units get two (

15 Replies 9,878 Views

A note on the Death Worship trait. Though it appears to do nothing for a custom race, the Resoln (the empire guys that get it by default) do get some effect from it. In the empire/kingdom selection page it states that they get a +10 bonus to hit points. When designing Resoln units, new designs (ie, hitting the "new" button) will start with 5 hp like everyone else but their default peasants begin with 13 hp (which is +8 above the norm, not +10, unless i'm missing something in

15 Replies 9,878 Views