I've never checked this myself, do crystal weapons cost the same labor as iron or is it more?
Stalker0
I think part of the shallowness for me is the percentage and late game buildings. Because the numbers in LH are very low, percentage buildings don't really do all that much. The sage for example usually gives me roughly the same +1 as the study. The well is actually usually much worse than a garden, etc. Also many late game buildings take a very long time to build for not a whole lot of benefit. The tax office for example gives the ability to get 20% more we
This is one of those "if it ain't broke don't fix it" areas. Now, the pioneer exploit i do believe should be fixed. But i don't have an issue with outposts as they stand, they are plenty useful, well worth the population investment to get them. while higher level cities are nice, they are not worth denying yourself those extra crystal, iron, or shards. In the grand scheme of things, i think there are many other issues that are much mor
[quote who="caxopog" reply="32" id="3378206"] and (for example) without CB damage is 30dmg - 20armor resist =10dmg and with crushing blow it's like 60dmg-20armor = 40dmg - four times more.[/quote] Its not truly a static number but your theme is correct. 1 single high attack is better against armor than multiple weaker attacks, so ultimately crushing blow both so more damage AND negates some armor.
[quote quoting="post"] I understand why it costs population to create cities but why does the same apply to outposts? I don't see any obvious benefits to creating outposts if they cost population just like cities do. I think there should be 2 kinds of pioners. 1 type that builds cities and costs population, and 1 type that builds outposts and doesn't cost population. I really hope a patch or something will make this happen. And if it won't, c
Firefly normally i love your suggestions but i think this one is a bad one. I agree with you that iron especially is too plentiful, but i don't see a need for more types. We already get more production from lumber, more food from grains, more production from clay. I think we are good on types.
[quote who="GFireflyE" reply="3" id="3376384"] Reduced the Crushing Blow Ability from 100% bonus attack to 50% bonus attack. [/quote] Very much agree here. Not saying 50% is the right number, maybe 75% is better....but some reduction is warranted.
[quote who="GFireflyE" reply="4" id="3370635"] Maybe every 50 turns or something, all Wildlands increase there space by 1 tile. [/quote] Absolutely brilliant!
[quote who="theemaster" reply="42" id="3377007"] I think without question my observation that "the towns are weak" is pretty much true.. it's interesting but the towns/civ part of the game doesn't scale like the monsters do.. [/quote] I would agree that it is too easy to take villages, even high level ones. I think the defender units should get the best weapons AND armor for your tech level, that would make them significantly more durable.
[quote who="webusver" reply="40" id="3371314"] "Too easy?" - in my practise this is just one part of a problem. In some situations its easy to win, but in other situations it is easy to lose. There is not much options for continuous struggle where is is not obvious who will win. But this is the problem of almost every strategy game. [/quote] I think this is well said. I think the game tends to steamroll too easily one way or the other.
You might to be careful on changing the initial mine or it might impact the early game too much
Heroes are also good at taking out units with high defense. Mages have elemental magics and warriros have a high attack. A strong 5 man squad still loses a lot of damage to high defense troops.
I've noticed in recent battles that all of my enemies now have regen 2. I'm still on expert difficulty, and didn't notice this until recently. Was this a part of the recent patch?
[quote who="parrottmath" reply="7" id="3376877"] Might be nice if impale ability ignores 33% more armor. That would make it more useful and fits in the theme of the attack.[/quote] Technically impale (and the axe's cleave) should negate a bit more armor than normal. The reason is a normal 10x3 impale attack turns into a single 30 attack....which should penetrate armor easier. That said, i haven't really noticed that working in g
[quote who="Morikar" reply="3" id="3376635"] My main concern is that the current mechanic makes grain yield almost irrelevant when picking city spots. A city with 2 grains will grow just as fast as one with 6 grains and it only takes 1 town and a nature's bounty enchantment for a 2 grain city to reach level 4. The net effect is that it's always wasteful to pick city spots with more than 2-3 grain yield (even more so when considering wild grain / orchard resources).<br
no boats. I don't think water combat would significantly increase the gameplay aspect, but would add a lot of complexity.
Anyone know the earliest the blood moon random event can come up? That one makes everyone go to war with you, so its one way to be at war with everything that moves. I'm not saying some more defenses wouldn't be useful, but i have learned the defensive power of outposts. An outpost with fortify and an armory can magnify a small group of defensive troops to equal a much larger force, especially if you can blast the encroaching army with damage and debuffs.
You find that nice 3/3/2 site, but just next to it is a 2/6 in forest next to water. Automatic go for the essence or a tough call? In general, we all want essence, but how much is it really worth? How much prod/food do you give up for essence? Would you build one a spot that gives 2 essence even if you lose the ability to make another city in the area? How about for 3 essence?
I was curious if you all found certain monsters to be exceptionally hard or easy for their difficulty? For me 3 comes to mind: 1) Darklings: I find even medium threat darklings to be a joke to fight. Their attack is so low that once i have just a little bit of defense i can mow through them. 2) Ophidian: With a x3 special attack bite, very high defense, and magic immunity, i find these critters very tough for their normal medium threat. If
Right now we do seem to be on a collision course for the singularity, but there is no factor of history that we have to take into account...the only constant is change. We have been on an exponential technology pace for a good long while now, so of course our predictions assume that will continue to happen. Well in many cases the actual future shows us that those trends don't last forever. It is very possible we hit a hard roadblock in computing and the singularity
[quote who="Fallenchar" reply="1" id="3375400"] With buildings, the new, total value is listed. If it's 4 -> 4, you do not gain anything more of that resoure type. [/quote] Right, so in my opinion it should just be removed. I want the building to tell me the new stuff i'm getting, not remind me what i already have.
To me the main issue is that warriors seem better at the assassination role than assassins. If you want to make an assassin warrior, get a big club with all of the attack bonuses and then the crushing blow bonus tree, and you now have a guy that can rack up massive damage in a single hit, enough to one shot many creatures.
[quote who="Azunai_" reply="14" id="3375120"] i wonder how the dodge vs. accuracy calculation actually works.[/quote] Its a straight up comparison. So if i have 80 accuracy vs 20 dodge, i have a 60% chance to hit. 140 accuracy would negate 40 dodge.
Another question. Lets say i have a weapon that does 11 base, and 3 fire damage. When i do the calculation, is the damage: 11 vs defense + 3 vs fire resistance, or is the 3 also calculated in the attack vs defense calculation?
Something just occurred to me, wanted to see if anyone had tried it. If i put an outpost in range of my city, and give it the armory upgrade, will it affect the units in a city when the city is attacked? Also if two outposts are in range of each other, and both have armories, will the effect stack for the space between them?