I think that the +1 bonuses are fine, even if they don't scale. Being able to start Spell or Tech research on turn 1 is HUGE, and that 'jump' usually keeps you ahead for the rest of the game. Sure, when you need 480 tech points for that next tech level, it's not as 'powerful', but it still adds up, and you've been benefitting from the earlier techs coming online sooner for quite some time in any case. Plus, your children may pick up the +1 as one of their traits, so that
tjashen
That second bug would actually be an interesting way to implement charges! Of course, you'd need the 'set for charge' ability for the defenders, that would detect if you had just done this... Depending on how simultaneous combat is implemented, you may either only get to move one square at a time, or burn all of your actions when your initiative # comes up, so this bug may or may not be as much of an issue at that point...
I still would like to find out what the variable name for tax income is, so I can play around with it. Anyone know that would like to share?
Hey Kenata! I finally re-implemented mods with my 1.09p (wanted to play without them for a bit to get a feel for the changes), so I have your weapons mod in place again. I'm really liking your 'special' attacks. The only one I'm seeing an issue with so far is Flurry. The first attack always causes 0 damage, the other two still cause damage (with the third attack usually slightly less than the second one). Also, I like your 'rest' ability. I think this s
Warstaff has been removed from sovereign creation as of 1.09p. Yay! It should also appear much later on the tech tree, or not have the 15 attack strength (and introduce greater warstaff at 15 for the late game) Spears should be reduced slightly. 9 is too high I think. 8 might be OK. 7 versus a 6 attack with a shield seems too watered down. Perhaps Oak Spears have 8 attack, and Boar Spears appear a little later in the tech tree with a 9 attack?&nbs
[quote who="Werewindlefr" reply="8" id="2837507"] Full Leather is your baseline. Average weapons should be about equal in attack to said leather. I don't know what you mean by "average weapons", but you want to avoid "blocked" results. Total damage avoidance should be the realm of two things: dodge, and armor that's vastly superior to the weapon you're using. Otherwise, armor should reduce damage, sometimes by quite a lot, but not absorb it completely. (snip) /quote]
I'm already on record as saying that the Global Mana Pool is too wargamey and that I don't like it. That being said, it's apparently here to stay, so I'll have to live with it, seeing that I'm in the minority. I think that the old system, at it's core, was fine. The problem was that Mana Pools grew too quickly from multipliers. a 15-20 Mana magic pool made you think. I remember keeping my Sovereign out of harms way many a time while her pool repl
Bump, since it seems to have disappeared under a flurry of posts, and I wanted to read it again. It probably should be stickied for now, so it doesn't get buried again!
I've been held up by Material a LOT in my early games under 1.09p. If you are lucky enough to have a materials resource nearby, things are usually fine, otherwise even building several workshops in each city often isn't enough. I'd like to see a more consistent distribution of materials across the map. As for mid/late game 'hordes' of materials, that's something that can be tweaked. If the 'bonus percentages' are making them too plentiful, reduce them. And 24 f
Food seems pretty good right now. Maybe some minor tweaking to make it more 'consistent' across the map, and maybe a couple of more food added to 'fill in the holes' on the map as necessary, but not too much food stacked in one place. Any 'tweaks' should be in the form of housing. if 40 citizens per house isn't cutting it, make it 50. That way, you food goes a little farther. The resource I've been hurting for a LOT lately is materials. P
The AI players offer to gang up often enough anyways, so if you are talking to them, chances are good that 'Let's gang up on the Gildar' will show up before the 99 turns are up... So keep the 99 turns in place, but keep the AI offers as pretty common. This seems a little too random though. If you could 'milk' the AI player into the gang up offer over a few turns, that might be more interesting. I.E. First conversation, you state: "Those Gildar are
I just posted about this in another thread. Without cutting and pasting my analysis there, let's just say that: Full Leather is your baseline. Average weapons should be about equal in attack to said leather. Legendary items should provide around 3 times whatever Full Leather applies. The 3 to 1 advantage, after square/squareroot is factored in, is actually 9 times better. Nothing should be more than 3 times as powerful as your baseline. Otherwis
I posted about this not too long ago, with a pretty in depth analysis of the odds involved. My main point goes along with your 'levels'. My main point was that a 'baseline' needed to be set, and adhered to. If 6 or 7 attack is the 'average' level (sword, full leather armor), then the strongest attacks and defenses ingame (with modifiers) shouldn't go above 18. With square/squareroot in place, a 3 to 1 ratio is actually pretty steep. 18 versus 6 under square/s
Last night, I was playing a game, and my cities couldn't produce enough gold to keep me out of the negative. this was partially due to a lack of gold mines, as well as the fact that the Merchant building only multiplies gold collected from structures (gold mine) at this point, but not tax income... I've spent the greater part of this morning trying to figure out what the ingame variable for Tax Income is. I ended up going another way, and assigning gold revenue to the citi
[quote who="Dairuka" reply="3" id="2836565"] Quoting tjashen, reply 2I'd suggest you guys post them up as you see them, so the specifics can be addressed one by one. Squeaky wheel and all that... Squeaky Wheel is an unfair statement. It's more like opening the eyes of those who are too busy fixing other problems to see everything. It's a beta, and even if we paid for the game; we're still getting early access to beta patches for the sole sake of helping to
Hey y'all! In a response to an earlier thread today (r.e. Warstaffs and the fact that they have been removed from 1.09p Sovereign creation apparently), I ended up sidetracking into a discussion of getting the 'Knowledge' trait for 10 points (1 tech per turn), versus spending those same 10 creation points on padded armor (2 defense), or spending 5 points on Wealthy (1 gildar per turn), and accumulating the 32 gildar for said padded armor instead, with 5 creation points spent elsewhere
I'd suggest you guys post them up as you see them, so the specifics can be addressed one by one. Squeaky wheel and all that...
Your first option to boost mana generation is in Sovereign Creation. Attunement produces an additonal 2 mana per turn. Building on Shards also increases your mana regeneration, by the number of elemental shards you control. There is a technology (Greater Shards?), that increases the mana generated by the Shards. I believe there are some arcane buildings that also increase the mana regeneration rate. As for Enchantments, it looks like you ca
Regarding the 'game balance' issues with having a monster spawn slider (or multiple sliders if you also want to control how quickly the tougher late game monsters make appearances). Yes, the 'default' position of the slider should be where the game is balanced. Those of us that choose to deviate from the 'game norm' understand that we do so at our own risk. Some of us like that extra risk and living on the edge! And the slider 'default' can be linked to game diffic
[quote who="davidjc_af" reply="7" id="2836400"]Lawl, I am so tempted to youtube this thing crashing. This game crashes like within 5-10 mins. I dunno what people are smoking. Run it on large map with full AI opponents. I am very close to youtubing it and showing a timeline and the number of crashes that occur. Narrate it and all....just so people can see. I won't do this until after official non beta patch. But my patience is coming to an end.[/quote] Just for the record, I alwa
I actually like the 99 turns thing. It makes you think real hard about entering those non-aggression pacts (i.e. do I want this guy around for another 99 turns on my border? Can I wait 100 turns before killing him?). That being said, being able to specify shorter treaties might be nice. Or being allowed to backstab after you've formed the pact... What happens if another AI player asks you to attack a player you have a pact with? Does that nullify the pa
I've been seeing 'you've reached the maximum number of caravans for your city' limit in my 1.09p games. Each city has been allowed 3. I haven't specifically tried to build a fourth one yet, but will look into that.
Now that you mention it, I haven't seen any particularly tough monsters in my midgame. I had chalked that up to the fact that I only have Level 2 in Notable Locations currently, but that never stopped them before...
I haven't tried the terraforming magic tree yet, but unless you were in a map corner, as mentioned above, forming a land bridge across to a nearby land mass might be an idea, as long as Magnar isn't attacking. Entering into a non-agression pact with him so he leaves you alone for 100 turns is an idea, and if you can point him at another player (Gildar bad. Kill The Gildar), so much the better. Any chance you have a separate save game for earlier in the game, in case you'd like t
[quote who="Diardiamond" reply="33" id="2836348"]ops, I shouldnt post when im this tired.. I posted the above in the wrong section,, and cant figure out how to delete it. Sorry [/quote] Your posting is fine here as far as I am concerned. It's a discussion about what we are seeing in 1.09p, which is what I've been posting about as well. Of course, if there are specific bugs you are seeing, it does help to post those in individual threads in the support forum (or add your po